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Post by Danjal on Sept 22, 2014 14:54:30 GMT
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Post by 13thGeneral on Sept 22, 2014 16:26:38 GMT
Not really excited by this feature, but I am gald to see some actual info being supplied.
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Post by Deth on Sept 22, 2014 16:28:04 GMT
Yea. But I might be tired of all the crap that has come before and this is just starting to get to far from the game I though they were making. I will have to wait and see how excited I can get about this.
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Post by hardly on Sept 22, 2014 19:26:15 GMT
Weird that they are doubling down on the astari which many people have said are annoying and broken.
I like the sound of the dynamic water fertilising fields but last I checked dynamic water wasn't that dynamic. I tried to divert a river in the current build and it just broke the river. Hopefully they've got it working.
The thing that worries me is that people's home worlds were pumping out resources, will the new world cut us off from these? It would be painful to be back in belief poverty.
Also pit of doom will it be on the new world?
I feel sorry for 22cans (just a little) this is a big content update and obviously they put a lot of work into it only to be undone by ios8 issues
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Post by Danjal on Sept 22, 2014 19:34:41 GMT
Based off of what this says, the new world will have its own resource pool and future new resources (sheep!) Your old world remains accessible, likely to allow you to unlock the remaining cards and potential beautification if you're into that. Ultimately, unless more content gets expanded onto the earlier worlds, I expect them to fall into neglect as you no longer need them.
And I agree, more Astari seems like an odd decision considering how broken they are at the moment.
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Lord Ba'al
Supreme Deity
Posts: 6,260
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Post by Lord Ba'al on Sept 22, 2014 20:08:22 GMT
Where are the 500 followers going to live? Are they gonna tear the ark apart to build houses? A new tribe called the meanies... seriously? Is this marketed to 5 year olds?
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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 Sept 22, 2014 20:09:54 GMT
Weird that they are doubling down on the astari which many people have said are annoying and broken. I like the sound of the dynamic water fertilising fields but last I checked dynamic water wasn't that dynamic. I tried to divert a river in the current build and it just broke the river. Hopefully they've got it working. The thing that worries me is that people's home worlds were pumping out resources, will the new world cut us off from these? It would be painful to be back in belief poverty. Also pit of doom will it be on the new world? I feel sorry for 22cans (just a little) this is a big content update and obviously they put a lot of work into it only to be undone by ios8 issues Well you know what they say. If it ain't broke, ehm...
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tikigod
Master
Resistance is mean.
Posts: 115
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Post by tikigod on Sept 22, 2014 20:13:09 GMT
I like the idea of getting that kind of detail information break down in advance.
But the whole Arc idea to me is 22Cans just proving that there is seriously some direction focus problems internally that will drag Godus down with them.
Someone(some people?), somewhere in 22Cans is obsessed with content. They think everyone playing the early access and iOS versions need a full wealth of content already and that this is the only thing that should be worked on.
Later they can fix all the broken, un-fun and utterly unbalanced elements to everything once they've bloated down the entire game with more content just thrown in and bolted on wherever they could find a suitable surface.
Arcs are not going to solve a single damn thing, nor are they going to address the actual subject matters that need to be addressed to make people enjoy the game more. A large quantity of people after their first week or two (depending on time investment per day) seem to uniformly come to find the homeworld fundamental experience disinteresting and rather disengaging. This is a problem with the entire scope of the civilisation/homeworld experience from belief balancing problems, to restrictions on player choices, funnelling the player almost from room to room, inability to play outside the scope of 22Cans singular manner, card unlock pacing problems introduced in 2.1, and the broken utilisation of gems and happiness.
Adding multiple homeworlds will not solve or anyway address those problems, it's just additional bloat for 22Cans to introduce haphazardly with a "We can fix it later" mentality.
By as they've shown by this point... later never comes. They just keep piling on the broken new content on top of last sprints broken content, and I'd be surprised if they didn't already find themselves at the point where the list of broken shit they've thrown in thinking they'll fix it later hadn't already got to the point where they're not adopting a "Keep it broken, find a way to make everything else work around it" stance.
So to 22Cans I'll repeat what I said in another thread:
Yes... yes it does. But that's not the realities of this game yet.
We have no civilisation.
We have no culture.
We have an entirely non-fun experience that is full of functionality holes, haphazard mechanics bolted on that still haven't been properly fleshed out and an ever increasing list of those things.
So make sure the realities of the game reflect your dream, before you start on new aspects branching off of that dream. Otherwise you'll just be working to something that exists only in your imagination.
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Post by Danjal on Sept 22, 2014 20:36:23 GMT
Well thats kinda the problem. The mobile users aren't struggling with flawed mechanics, they are used to half-broken games with freemium mechanics. So the mobile users want content. Moreover, they need the content to tithe over these mobile users and keep them making IAPs...
Now this shift to a "new world" seems to be a direct consequence of not being able to handle the exponential population growth. So you add in another major time and resource sink (the ark/arc) and then move the player to a new world.
This new world will provide new aesthetics aswell as serving to "reset" the growth problem. Ofcourse the new world will also serve to advance the timeline and overall game mechanics - but this could've been done on homeworld aswell. Potentially the "Wayworld" will serve a deeper story-reason, they have mentioned that they intend to twine a story through the game, though I suspect that that will be a bit of an afterthought.
Another pointer for switching to a new world is the timeline advancement. Afterall, if they overhauled a bunch of buildings to a new timeline they would've needed to create that mechanic. By shifting the player to a "new world" you'll just be building new buildings there instead. Insta-bandaid, no need to alter the mechanic.
I suspect that the Astari will remain largely the same (given past events), though I hope that 22cans learns and adjusts their mechanics. As for the "meanies" - yes... clearly... It fits right in with the stickers. Where are our toddlers and 5 year olds?
Ultimately, while this offers a range of options to improve upon. I haven't seen any actual improvements. So it'll entirely depend on what 22cans does with this. I remain skeptical untill I see some proof.
Hey, atleast we'll get lamb kebab and woolen socks. We'll need them in our sand and cactus huts =P
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Post by hardly on Sept 22, 2014 21:08:25 GMT
I completely agree with you ba'al. Adding content without addressing fundamental issues doesn't really help. If anything it makes home world feel like and incredibly long and frustating tutorial and casting it aside removes any chance for enduring creativity. Imagine if at some point minecraft made you abandon you initial world. Why would you want that? Knowing this world will also be cast aside (perhaps in favour of hubworld?) means that we won't want to invest too much in the grind here however.
There are positives to this however. If the meanies are done well they could be fun. I think 22cans missed an opportunity to discuss these mechanics with us before they entered development. We could have talked about improving the astari, how the meanies work (I don't mind the childlike name), how dynamic water works and what should carry over from home world. That would have been a really constructive and I hope productive discussion but opportunity missed. The fact that they didn't discuss it with us makes me suspicious that there are some cynical elements they know we won't like.
Assuming astari are fixed (happiness mechanic isn't punishing and gift dependent), meanies are fun and challenging and dynamic water works (I can manipulate terrain and rivers through sculpting) then this will be a welcome addition. Let's hope they pull it off.
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Post by hardly on Sept 22, 2014 21:16:04 GMT
It's ironic that we went from the concept of Jupiter (every player playing on one Jupiter sized map) to having a single player experience split across multiple sub worlds or islands.
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Post by Gmr Leon on Sept 22, 2014 21:37:24 GMT
It's ironic that we went from the concept of Jupiter (every player playing on one Jupiter sized map) to having a single player experience split across multiple sub worlds or islands. Not terribly surprising though. It's a repeat of Peter's past designs. More extensive thoughts on the ark matter here.
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Post by Qetesh on Sept 22, 2014 21:52:12 GMT
I am just waiting for the powder puff dragons to rear their ugly heads. Who knows maybe the Teletubbbies will show up and I can sacrifice them to the pit of doom. Now that I would put my volume on for.
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Post by Deth on Sept 22, 2014 22:16:53 GMT
I do have to pip up in there defense that everyone in the company can not be doing bug fixes and as others have said they need content. SO I would hope that they have some programers working on bug fixes and this is content they had in the pipeline. I am glad to see them adding new resources, but not sure why they removed old ones and have not added them back. With sheep being added back I wonder if we will see wolves again.
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Post by Gmr Leon on Sept 22, 2014 22:19:59 GMT
I do have to pip up in there defense that everyone in the company can not be doing bug fixes and as others have said they need content. SO I would hope that they have some programers working on bug fixes and this is content they had in the pipeline. I am glad to see them adding new resources, but not sure why they removed old ones and have not added them back. With sheep being added back I wonder if we will see wolves again. It sounds to me like existing resources will be retained in Wayworld, eventually introducing sheep to be used by a settlement in some fashion (very likely a new resource). The pressing question to me is how restrictive is Wayworld going to be, as right now it sounds even more preset and restrictive than Homeworld was. >_>
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Post by Danjal on Sept 22, 2014 22:59:27 GMT
I do have to pip up in there defense that everyone in the company can not be doing bug fixes and as others have said they need content. SO I would hope that they have some programers working on bug fixes and this is content they had in the pipeline. I am glad to see them adding new resources, but not sure why they removed old ones and have not added them back. With sheep being added back I wonder if we will see wolves again. It sounds to me like existing resources will be retained in Wayworld, eventually introducing sheep to be used by a settlement in some fashion (very likely a new resource). The pressing question to me is how restrictive is Wayworld going to be, as right now it sounds even more preset and restrictive than Homeworld was. >_> It does sound like that. Which is a rather awkward way of designing a game. The further into the game you get the more restrictive it becomes. Its both counterintuitive aswell as everything BUT zen-like. (I'd say its outright frustrating to have the game block you at every junction.)
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Post by Gmr Leon on Sept 22, 2014 23:36:27 GMT
It sounds to me like existing resources will be retained in Wayworld, eventually introducing sheep to be used by a settlement in some fashion (very likely a new resource). The pressing question to me is how restrictive is Wayworld going to be, as right now it sounds even more preset and restrictive than Homeworld was. >_> It does sound like that. Which is a rather awkward way of designing a game. The further into the game you get the more restrictive it becomes. Its both counterintuitive aswell as everything BUT zen-like. (I'd say its outright frustrating to have the game block you at every junction.) Not exactly. It's a good hook design. Ease you in with a relatively peaceful first level, let you take your time learning how the game works, then as you move to more complex gameplay, being very careful to not lose the player by limiting them more to force them to learn some new stuff and reinforce what they learned from the first world. "Oh, remember leashing? Leash your followers from the ark to the abandoned settlements! Now remember how to pop them out? Make some fields and mines. Ooh, such a clever player, but wait, we've got new tricks! Remember those wonky rivers? You can use those to irrigate the land for your people! Now remember how to expand? Leash some builders out to the new plots. That's a good player! Now remember how to keep your people happy? You're gonna need it, because the Astari are here too! Look at you, such a skilled player, here's some treasure for defeating/winning them over! Now wait awhile to encounter the real challenge, the Meanies!" Edit: Thinking on it, it really does flow with Molyneux's previous works. Fable 1: relatively open beginning, multiple tasks to go after to complete the central task, then funneled to the Guild, where you're kind of forced down a very linear training regimen as I recall, then it opens back up. Black & White 2: more standard tutorial at the start, followed by another bit of tutorial that's a little more open, then a highly restricted save your people thing, then back to a little more open level with some lingering traces of tutorialization.
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tikigod
Master
Resistance is mean.
Posts: 115
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Post by tikigod on Sept 23, 2014 0:00:18 GMT
Well thats kinda the problem. The mobile users aren't struggling with flawed mechanics, they are used to half-broken games with freemium mechanics. So the mobile users want content. Moreover, they need the content to tithe over these mobile users and keep them making IAPs... Now this shift to a "new world" seems to be a direct consequence of not being able to handle the exponential population growth. So you add in another major time and resource sink (the ark/arc) and then move the player to a new world. This new world will provide new aesthetics aswell as serving to "reset" the growth problem. Ofcourse the new world will also serve to advance the timeline and overall game mechanics - but this could've been done on homeworld aswell. Potentially the "Wayworld" will serve a deeper story-reason, they have mentioned that they intend to twine a story through the game, though I suspect that that will be a bit of an afterthought. Another pointer for switching to a new world is the timeline advancement. Afterall, if they overhauled a bunch of buildings to a new timeline they would've needed to create that mechanic. By shifting the player to a "new world" you'll just be building new buildings there instead. Insta-bandaid, no need to alter the mechanic. I suspect that the Astari will remain largely the same (given past events), though I hope that 22cans learns and adjusts their mechanics. As for the "meanies" - yes... clearly... It fits right in with the stickers. Where are our toddlers and 5 year olds? Ultimately, while this offers a range of options to improve upon. I haven't seen any actual improvements. So it'll entirely depend on what 22cans does with this. I remain skeptical untill I see some proof. Hey, atleast we'll get lamb kebab and woolen socks. We'll need them in our sand and cactus huts =P I dunno, I've seen a few mobile users report that the game leaves them with nothing to do for long drawn out periods of time. It also was ripped apart by mobile press for exactly that reason as well. It wasn't because there wasn't enough 'end content' in the builds, it was because throughout the game was constantly telling them to piss off and that they can't play right now... exactly what you don't want a casual "Play on the move, whenever you want" mobile game to be doing. So I'm not sure it can really be said that mobile users aren't feeling the impact of the broken mechanics and flawed design. If 22Cans carry on as they are, they'll be trapping themselves in an almost text book situation of MMO development cycles... you can never produce controlled packaged content faster than your players can consume it. It's silly to even try, what is needed in those situations is enough engaging features and goals for the player to keep themselves occupied whilst you then work to a slower content release pace to push out more periodic content releases on a larger scope. That said, 22Cans haven't got Godus in any state where they should be adopting that kind of position for themselves. They don't have even the fundamentals working yet, let alone being able to move forward with establishing a situation where they can keep players occupied with what they have at hand. It does raise the question if 22Cans have noticed that they have failed to establish a state of occupying the player, but haven't actually made the collation between that and the fact that they're constantly leaving the whole fixing the broken fundamentals situation for later, and instead have fooled themselves into thinking that the only answer is focusing on trying to push out more content faster than people can consume it, and will use whatever tricks necessary to artificially rig the results they want, making the already broken environment even more broken and problematic and people commenting on not enough to do... which would then lead them to further conclude they need to develop new content even faster and slow down the player through the same artificial restrictions (longer timers, higher sticker costs, reduced effectiveness of gems) even more... and repeat the cycle until they pass out from blood loss from smashing their heads against their self made wall too many times.
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Post by Danjal on Sept 23, 2014 0:05:37 GMT
An interesting proposition, it almost sounds like you're saying the success of Fable and Black & White was something that was pretty much a fluke. Something that wasn't directly caused by Peter's actions - but rather despite of it? And Peter may believe that the success was his own creation entirely. And thus isn't willing to see that things may be different this time around? Personally I think the whole "not taking the player serious/not respecting the intelligence of the player" aswell as the freemium mechanics are a bit of a hindrance and detrimental to the game (which ultimately are caused by the focus on mobile =/ ). Something that stands between it and its full potential. But you're definitely right that there are similarities with how Fable and B&W were build up and how Godus is being formed now. This linear style seems to be something he is drawn towards. *EDIT* @ tikigod - While it is true that the iOS version is by no means perfect. I've seen more players there that are satisfied with just slowly grinding their way through and filling out the map. The "casual" focused group doesn't have this drive to achieve something, they just want to spend time doing what amounts to chores. Though I do agree that they're pretty much stuck right now. They need to develop more content or risk losing their players. Which means they can't afford to stop and "fix" the broken mechanics. So things are just kinda left there unfinished. Its the whole bandaids versus cure problem. In which 22cans consistently picks bandaiding the symptoms over curing the cause.
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Post by Gmr Leon on Sept 23, 2014 0:09:41 GMT
An interesting proposition, it almost sounds like you're saying the success of Fable and Black & White was something that was pretty much a fluke. Something that wasn't directly caused by Peter's actions - but rather despite of it? And Peter may believe that the success was his own creation entirely. And thus isn't willing to see that things may be different this time around? Personally I think the whole "not taking the player serious/not respecting the intelligence of the player" aswell as the freemium mechanics are a bit of a hindrance and detrimental to the game (which ultimately are caused by the focus on mobile =/ ). Something that stands between it and its full potential. But you're definitely right that there are similarities with how Fable and B&W were build up and how Godus is being formed now. This linear style seems to be something he is drawn towards. I agree. That's why I reacted so strongly against the Ark descriptions and the sequential level design stuff. I just saw it as a sign of him returning to his infuriatingly slow, dragged out, borderline insulting tutorials of the past and given that we're dealing with stickers and soon Meanies...It already has me feeling entirely out of place as the target audience. Frankly, if they have noticed, I don't think they really care all that much. Let's look at Homeworld as the best and only example we have. What do we find? The core content is in shambles. The pacing is off, the enemy wasn't present for the longest time and now that it is, it remains horribly balanced. It doesn't matter. Why? Unless you don't check into the game in forever, chances are relatively slim your civilization will be hijacked by the Astari, and even if it is, you might be able to fix it with gems. Besides, let's say you do frequent the game, you can gather enough belief and annihilate them then go along your merry way. But what do you do then? Homeworld's not the focus anyway, so do Voyages, complete your Timeline, and maybe expand or something, those are enough, that's your content loop. Tired of that? Eh, come back later. Doesn't matter if anything's stable or working as well as it could, you can get around it by just killing the enemy, buying gems, continuing to expand or going on neverending Voyages to finish up your Timeline. That's the gameplay loop as far as they seem to be concerned right now, and they seem content with it.
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