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Post by Deth on Aug 21, 2014 18:24:36 GMT
OK time to jump in the wayback machine. It is near the end of the Kickstarter or the end. You know nothing of what has happened since, hope and dreams are still strong. Based off what you have heard how do you image the game will end up. I know what I imagined and wanted is different from what I got from others so I am interested in seeing what other people wanted and expected. I just want to see how many different directions 22cans has been pulled. What I saw and wanted.....
I imagined Populous with some Black &white, Fable and dungeon keeper tossed in with the new graphics. I thought I would clear land, dropping some buildings and structures that would influence my people towards a good or evil style. Building up an army of evil follows to send across the boarder into another gods realm to wreak havoc. Think of original Populous, opening a portal that leads to another gods lands and sprogging people out that head to the portal almost like the old Armageddon mass battle. Then going over to the other gods worls and throwing lightening and meteors and such to caputure his people, if I am evil, or cleanse they evil, if I am playing good. Or building a more peaceful race making a pretty land building structures that would help defend my land or just make it look nice and watching my people do stuff. I was looking forward to a lot more interactive micromanagement style game. To me a more Fantasy, D&D Forgotten Realms the gods like to stick there fingers in the pie and stir, type of play style. I wanted my people to do stuff on their own but I also wanted to reach down and touch them and watch them react. I wanted to be more of a Greek/Roman style hands-on god not a more modern Christian hands off do what I have told you style god.
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Post by Qetesh on Aug 21, 2014 18:36:28 GMT
I thought it would be more like an updated version of Populous with some Sims mixed in. Give me what made both those games great and amp it up, that is what would have rocked.
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Post by Danjal on Aug 21, 2014 18:52:07 GMT
I effectively expected an expanded version of Black & White. Taking the concept of being a god, not bound by rules but limited in power and reliant on your followers. Taking the concepts of populous of having your followers do things and have an avatar on the world to take direct actions. Taking the building and tactical elements of Dungeon Keeper and maybe even the ability to directly possess a follower and wander around from its perspective.
Taking all of that and making it into something more using the capabilities currently available with our hardware.
I imagined that the mobile side of the game would've been supplementary. Literally a "you can pick up your device and handle the basics of your game, while the core stuff happened on PC". A 'lite' version that allowed you to do some basic management tasks and perhaps visit some logs or administrative windows.
A black & White set in a vast world where players could encounter eachother eventually. Or if you so chose keep yourself secluded. Starting your species, your race, your empire from the ground up in a stone-age equivalent and build yourself through the ages. Guiding your people and making them prosper.
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Post by Gmr Leon on Aug 21, 2014 21:12:58 GMT
I've mentioned this before, but I came from a pretty weird angle on this whole matter. I'd never played Civ (only Alpha Centauri), so my closest reference for age progression was in the form of Age of [Empires/Mythology] and Empire Earth. Similarly, my only experience with god games up to that point was in the form of a small bit of Populous: The Beginning and a more decent amount of Black & White 2. As such, in my head I envisioned a more divinely oriented version of Empire Earth/Age of games. Less micromanagement, more flying around causing disasters and occasionally bending the land to help my people (spawning resources for them, etc.).
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jpw
Master
Posts: 159
Pledge level: Patron+Acorn+Poster
I like: Populus
What I thought Godus was going to be...
I don't like: Waiting
Collecting belief
Stickers
Sculpting
Voyages
Managing settlements
Not being a god in a god game
Chests
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Post by jpw on Aug 21, 2014 22:00:51 GMT
Yep same as all the above.
Imagine The Settlers, Civ, but having the part we normally play all done by the AI. Instead we sculpt, destroy, and create, imagine a grand Reus, that game is in fact more like what I thought Godus would be than this and it cost me £2 not £80+
Peter could save the PC game in three steps: 1. Get rid of f2p mechanics: stickers, timers, slow resource generation, natural disasters, gimmicks like flags &c. beyond our control. 2. Add proper AI tribes. 3. Give a proper selection of Godly powers, so far we only have swamp, finger of God, and meteor. What happened to tornado, champion, &c.
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Post by bed on Aug 22, 2014 5:37:05 GMT
not a f2p cow clicker
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Deleted
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Post by Deleted on Aug 22, 2014 9:10:28 GMT
A simulation game alike a dungeon keeper in a B&W "environment" plus the spells of Populous w/ a spirit of newness, of course...
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Post by hardly on Aug 22, 2014 9:20:20 GMT
I'm so glad I didn't. But if if I'd have hoped with a game with a mix of strategic depth and creativity.
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Casinha
Master
Posts: 217
Pledge level: Partner
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Post by Casinha on Aug 22, 2014 9:24:16 GMT
Same as jpw, I was effectively anticipating Settlers but without any direct interaction with the people, when they lay buildings or where they go beyond the land that I sculpt. I was picturing a civilisation taking guidance from where and how I sculpted. Imagine a plot that you've just sculpted automatically being built upon by a nearby villager seeing new habitable lang. Commandments etc. would affect how the civilisation went about its daily duties. If I didn't provide for them by plotting out land then they would grant me less belief out of feeling they did not need my help, but they would also be hardier and able to build across multiple levels.
As it was being designed by Peter Molyneux I was also hoping for the consideration for morality that I had always loved in his other games such as Black & White and Fable. Unfortunately as it stands the Casino from DK2 has more moral depth than anything Godus can muster. I think he's trying to grasp at something with Happiness and this Temple of Doom, but he's nowhere near what I had imagined, at least not yet.
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Deleted
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Post by Deleted on Aug 22, 2014 16:36:41 GMT
I can tell you what I didn't imagine it as. a shallow, multi-tier'd F2P waitfest. It really is quite disappointing to see this released on iOS as a complete game that "will evolve over time". During the early months of the Kickstarter I did my best to conceptualize a mix between Populous, Dungeon Keeper, and other Molyneux games. I never imagined we'd be where we are now.
I think one of the biggest departures of what I imagined to where we are now is just how restrictive the gameplay is. I imagined a Molyneux-ish world where I could set my imagination free. Do whatever I want, act like a true god. Instead I wait for this, I wait for that, and lets be honest... you don't actually DO much of anything in Godus right now except flatten land, collect resources, flatten land, collect resources, etc...
It really is hard for me to understand, that decades later, I have in my hands a beta of a game that is less interesting to me than the original Populous.
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Post by 13thGeneral on Aug 22, 2014 17:16:31 GMT
I can tell you what I didn't imagine it as. a shallow, multi-tier'd F2P waitfest. It really is quite disappointing to see this released on iOS as a complete game that "will evolve over time". During the early months of the Kickstarter I did my best to conceptualize a mix between Populous, Dungeon Keeper, and other Molyneux games. I never imagined we'd be where we are now. I think one of the biggest departures of what I imagined to where we are now is just how restrictive the gameplay is. I imagined a Molyneux-ish world where I could set my imagination free. Do whatever I want, act like a true god. Instead I wait for this, I wait for that, and lets be honest... you don't actually DO much of anything in Godus right now except flatten land, collect resources, flatten land, collect resources, etc... It really is hard for me to understand, that decades later, I have in my hands a beta of a game that is less interesting to me than the original Populous. This right here. I had expectations of having more creative freedom, with a multitude of choices in powers and abilities. I, too, don't understand how a modern game is easily overshadowed by decades old games - games that supposedly inspired it - and ffailing do accomplish much of anythkng innovate or creative. I'm not sure where it may have gone awry, other than either; it's been corrupted by the mobile f2p/p2w, or in an attempt to please and attract a wider player base it's been oversimplifylied to the level of a children's game. The concept is sound, the potential almost limitless, and the genre is wide open for domination and it barely registers as even worth playing for free. I'm mord sad and disappointed than upset about the development. I still see the possibilities just beneath the surface, and that's why I linger on.
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Post by Danjal on Aug 22, 2014 17:21:34 GMT
So basicly everyone expected some for of buildup from the referenced games. Rather than taking a single core concept, dumbing it down and then selling it for micro-transaction space change to the masses.
Which makes sense given the context, most 'reimaginings of *game*/*genre*' do that. Most kickstarters/crowdfunded titles and SEA games do that... On the whole I don't think I've seen many mobile games being funded through crowdfunding, especially not F2P ones.
Which leads to the question - what the HELL was Peter thinking when he put his idea up on kickstarter... And how did that lead to where we are now. Moreover, how in the world does he live with himself knowing that he basicly lied to all these people. (Sorry, the "but you've got a lifelong subscription, perhaps we'll get there 50 years from now" doesn't cut it, and I doubt it makes him sleep better at night either.)
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Post by Qetesh on Aug 22, 2014 17:36:15 GMT
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Post by 13thGeneral on Aug 22, 2014 17:44:11 GMT
It's funny because it's unfortunately incredibly accurate.
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Deleted
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Post by Deleted on Aug 22, 2014 17:46:50 GMT
Which leads to the question - what the HELL was Peter thinking when he put his idea up on kickstarter... And how did that lead to where we are now. Here's a wild guess. It rhymes with "fell-out" and "screamium". I know I know, beating a dead horse... but seriously. Peter sold his designer soul to freemium mechanics. Here's a little game I've taken to playing lately. Anytime I see one of the 22cans guys suggest something "new" or get hyped up about a "bonkers new amazing thing of amazing-ness" I take a look at the top 10 iOS F2P games, and see how far it takes me to go down the list before I find a game that has a similar mechanic. Take flags for instance. Take the Astari for instance. "Hey, we need to entice gamers to log in as much as possible to maximise IAP profits, lets introduce a depreciation mechanic!" When we get the next content update. I doubt I'll get past Clash of Clans in my sad little game of "What bonkers amazing thing will 22cans come up with next!?!?!"
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Post by banned on Aug 22, 2014 23:52:32 GMT
a game, as opposed to the iOS cash extruder they imagined they were making, so double fail.
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Post by Qetesh on Aug 23, 2014 0:50:21 GMT
a game, as opposed to the iOS cash extruder they imagined they were making, so double fail. What type of a game? If you could make it yourself what would your dream game have been like?
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Post by nikink on Aug 23, 2014 2:39:50 GMT
A game where I could influence my followers in various ways - make a path they would naturally follow, clear land and they would make a house, punish them for making a house and they will make a tree house, punish them for killing an animal and they stop killing those animals (not with one click, but with training - punish one, then another, then another until they all learn not to do the thing), conversely reward them for doing something to encourage them to do more of that thing (maybe I reward them for building monuments, or red buildings, or blue buildings or killing other people, or whatever). A game where my followers had real-enough AI that they *could* be taught, and yet retain enough free will that some would occasionally do the bad thing (maybe as simple as a %age random chance). A game where they would evolve themselves over time, which would let their deity create segregation of red heads from blonds from brunettes, or red buildings from blue buildings etc. A game where, as a deity, I could instantly change anything I wished (more or less). If I want to make a follower a goat, I can. If I want my blond follower in a blue house to be a brunette in a yellow house, I can do that. If my people build a temple in one spot, I can move it to another. And all of these things are regarded as miraculous by the people. I would expect such things to cost belief. A game where belief automatically trickled into my belief pool with no extra collection from me required, but influenced by my actions - I encourage my followers to grow and expand which in turn creates more belief, I encourage worship and rites, and at those times I get an influx of belief, I perform a miracle in front of a follower and get an influx of belief. A game where I can raise or lower land at will. This may coat belief, but I know my belief is constantly trickling in so I can spend it immediately or save it for something big, or use it to influence followers to promote a faster trickle etc. A game where I could zoom all the way out to see my world and quickly zoom in to any portion of it where I have followers. A game where my followers slowly expand by themselves - they will build their own boats if needed (and they have advanced enough, and they can get to the water edge), ditto for bridges. They can scale cliffs and try to swim but those activities are dangerous. There's more, but you get the picture by now.
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Post by Deth on Aug 23, 2014 12:58:07 GMT
Cool Thanks all. I am glad to see my thoughts had not been as far off from others as I thought they might have been. Now if 22cans would only look at this and maybe change direction some.
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Post by 13thGeneral on Aug 23, 2014 15:51:13 GMT
Cool Thanks all. I am glad to see my thoughts had not been as far off from others as I thought they might have been. Now if 22cans would only look at this and maybe change direction some.If I got a dollar for every time I've seen someone post that line, I'd have a lot of dollars.
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