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Post by Gmr Leon on Sept 23, 2014 23:37:43 GMT
Supposing certain features to be found in the following list were set, how would you salvage this mess?
"Set" Features/Concepts -Stickers (aesthetically and mechanically [i.e. drag and apply them to cards], not in terms of balance or acquisition methods ). -Chests. -Cards and the Timeline. -Gems. -Belief/resource collection. -Voyages. -Happiness. -Settlements. -Beacons. -Timers (as a general, things will take time to do, not as in current balance figures). -Sculpting.
E.g.
Voyages.
Of Discovery: -Instead of finicky lemmings, have your followers actually discover something that adds to your civilization/powers. Stickers/gems/belief is a joke. Have it be a mixture of goals of guiding your people past obstacles then defending them as they intrude in some other civilizations' sacred ruins for a period of time. It carries over the initial idea, with the bonus of giving you a moment to feel godly.
Of Conquest: -In between main worlds like Homeworld and Wayworld, have some subworlds that can be fought over to give players something to do if they don't care for the discovery path. Have this be the immediate payoff of godliness from the start, and let this be the resource gathering type of content for belief/wheat/ore/stickers where we're being a bunch of greedy bastards acting as crusading bandits raiding other civilizations.
Belief/resource collection.
Shrines are an okay start, but if I were to revise this entirely with the idea that manual collection had to stay in some form, I'd include a fuck it let's do this fast option via a swirling gesture. Click and hold and do a rapid rotation movement that just quickly sucks up all the resources in the area. Elegance be damned.
Think of it in terms of arranging the house however you'd like to see it with those things, maybe. How would you take something that kind of works and then make it work in a way you'd like.
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Post by engarde on Sept 24, 2014 12:21:52 GMT
If the stickers were more like parts of a puzzle it would be less offensive to me. Now for that to have any meaning then the cards might become more like a template/blueprint/religious artefact/a completed jigsaw of some description for our followers which when they have study enough get all the parts available but it really is a mess.
I've not used shrines since 2.x was released, and then I;'ve never been convinced anything has scaled down because of them. They cost too much and I saw no useful benefit.
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Raspofabs
Former 22Cans staff
Posts: 227
I like: coding, high peat single malts, ... , yeah, that's about it.
I don't like: object oriented design, and liver.
Steam: raspofabs
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Post by Raspofabs on Sept 24, 2014 13:20:16 GMT
Supposing certain features to be found in the following list were set, how would you salvage this mess? "Set" Features/Concepts-Stickers (aesthetically and mechanically [i.e. drag and apply them to cards], not in terms of balance or acquisition methods ).
-Chests. -Cards and the Timeline. -Gems. -Belief/resource collection. -Voyages. -Happiness. -Settlements. -Beacons. -Timers (as a general, things will take time to do, not as in current balance figures). -Sculpting. I have no problem with buying a feature (with stickers) after it's been unlocked, but think it should be limited to unlocking cards that are optional, or are to do with follower technological progress. Chests need followers to open them. Larger chests need ceremonies (special follower to do ritual) or festivals in order to open. Make the world it's own. Don't cross the line generally. I think that cards that affect the followers require stickers, but ones that give god powers should be sticker free. Keep gems as a currency for real world goods / services, but never directly interchangable with belief. Introduce a cap to belief, and have belief flowing in all the time. You can still run out, and usually faster, but it's never up to you to collect it. Voyage rewards need to be more necessary, such as getting cards for follower abilities. Follower happiness makes little sense to me, but godly happiness does. How about your followers have to make you happy, not the other way around. If you are a moody god, then you're power list will be limited to destructive spells, and a joyous god will only be able to rain on their parade. While you are unhappy, followers will naturally work harder, but reproduce less. Your happiness bar always drifts towards the Angry, and only successful acts performed by your followers will raise it up. This could be were your followers evolve a code that wins your happiness through labour and winning at events. This is a new idea, so I'd have to really explore it before claiming it was anything but cloud thinking. Beacons make sense at the moment, given the curated level design. Maybe tear this down if we go procedural land. I don't have a problem with build timers, or replenish timers, but at least for the PC build, surely the time to breed a new miner goes down with population count, not up...? Remove the cliff sculpting as a normal thing, and make it a power. Especially on mobile, it's very hard to sculpt what you want to sculpt after you have this power.
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Post by 13thGeneral on Sept 24, 2014 13:22:42 GMT
I really want to dive into this in depth, but I'm heading out on vacation today, so it's going to have to wait until I get back on Saturday. :/ I have tons of unorganised notes about the game, as wellnas plenty of posts with my thoughts, and just need to sort them together into a more congruent form - and remove the cuss words.
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Post by Deth on Sept 24, 2014 13:53:29 GMT
-Stickers (aesthetically and mechanically [i.e. drag and apply them to cards], not in terms of balance or acquisition methods ). - - I would change the name of them to some physical or mental resource and just have a progress bar no some icon that sticks to a card.
-Chests. --I am OK with the concept, I think I would change what is found in side to may books for the above mental resource or maybe even cards for the time line.
-Cards and the Timeline. -- I would take all the cards off the time line and have categories. Such as god Powers, Abodes, Abilities, Advancements, ext. They would stack in piles so you would have to unlock the card above to get the card below and once I unlocked it then it would go up to the time line. So my time line might look like Basic Abode/Rain power/Swamp power/Finger of god/ Earthquake/Level 2 sand Abode where as someone else might look like Abode upgrade/Happiness upgrade/Rain Power/Tree Power/ Builder Settlement
-Gems -- Change the name to tribute and change it to a belief like resource. Maybe interchangeable with belief.
-Belief/resource collection. --I would like to see different auto collection methods at different Ages. First age might be a Shaman that walks around gathering it, the next age might have a temple that people walk to to "pray" at later ages we have angles that can fly around and gather it for us.
-Voyages. - I would like more variety. I would like to do some battles or maybe build a a settlement of a certain size in a certain amount of time or with enemies attacking you.
-Happiness. -- I would like to see this being 2 sided a happiness/fearful meter it does not have to be good/evil. I am sure there could be ways of doing a good god that treats his followers well but still strikes fear in them if they do bad.
-Settlements. --I liked the old way for more early age type settlements but like the new way for more late age city type settlements.
-Beacons. -- I am ok but would like to see them as an outpost you build for bases of operations in the in the new area that maybe you can upgrade to a settlement over time.
-Timers (as a general, things will take time to do, not as in current balance figures). -- Reduce them and hide them. I accept times in a game I just hate seeing them all over the place. Civ gets away with out times being so in your face. I understand it takes time for things to happen. I just do not need to see them all the time and have them be so long.
-Sculpting -- Just needs some tweaking. It is OK to me for the most part just needs to be fine tuned.
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Post by Qetesh on Sept 24, 2014 16:18:41 GMT
Make a store for for all platforms. Only sell superficial things that are really cool but not needed in any way to play game. Make extremely cool superficial things to sell in the store. Don't call the anything gems, just sell really cool extras like followers, buildings, events, a few hours of a super cool god power, and all sorts of other super cool game DEV things you guys can dream up.
Remove all F2p mechanics of all kinds. I believe you know what they are no matter what anyone says, so just get rid of them.
Make the followers more SIM like, don't let me tell them when to potty, but seriously, make them little people and not little pixels.
I am not the chief villager, I am a God, I don't give a rat's ass about some things about the villages, that is their concern. I should not have to "collect" anything. I have no desire to dig up chests either. I am supposed to be a God not a worker.
Where is my Shaman? Where is my control like I had in Populous? The game right now feels more like a prequel to Populous than a sequel to it. Give me more control over my people and make them more interesting.
The voyagers suck. The places are all pretty much the same with a few different things, if you want to explore their should be truly new and interesting lands and give me more mind puzzles than click fest in my voyages.
I don't know how to explain this but Theme Hospital was perfect. I had real control over every aspect over everything that I needed too. Do that.
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Post by Gmr Leon on Sept 24, 2014 20:57:07 GMT
engarde: That's an interesting thought...Sounds like stickers would then become parts to a jigsaw puzzle card. Raspofabs: I haven't looked at the Timeline in awhile...Isn't that kind of how it operates now? Most follower-oriented cards seem to be primarily sticker-related, with a few being more resource node based (e.g. mines/fields/population). I like the chest idea. Would you still have to uncover them for your followers? God power cards...So belief to unlock or...? Gems...That leaves a little left to be wondered. I think I somewhat agree for mobile. Not sure how you'd change that for PC though. Good to see someone else agrees on the belief front. I'd much prefer something like what you describe. Agree with Voyage rewards...Though the content itself related to getting to that reward also needs to be appealing in its own right. Godly happiness seems pretty interesting, but it definitely would need to be worked out. As you describe it, it sounds like it risks shifting the control out of your hands, since you'd need to have the AI on a more functional level to better serve this. As happiness stands in its existing form, it's pretty broken since it falls more into a city sim than a god sim, which is pretty awkward for sure. This could be a good step in the right direction, but it's a tightrope act, since it puts so much on the backs of your followers' behavior dictating your happiness and some of your abilities. It almost sounds like shifting it from massaging someone facing forward to trying to massage someone facing away. I think you'd definitely be better suited to ditching beacons if you get around to a procedural design. As to timers...Many things should go down with timeline advance/population increase/etc... I can see where you're coming from with sculpting, but I think making it a separate power is kind of clunky. As might be expected, I prefer my own idea in regards to sculpt sketching. However, that's because I hate menu navigation. The more you can roll it into the game with gestures/combos, the better as far as I'm concerned. Deth: I think calling them by their actual names would improve things more. Forget the whole sticker name thing, call them the resources that they are (some would need revision): -Social: chat bubble. -Faith: cloud. -Settlement: three points. -Tech: wrench. -Voyages: compass. Sure they're a little abstract, but they fit better than broadly calling them stickers. Chests, that's kind of an interesting idea in regards cards. Though I think that'd be more fitting for stuff like improved Voyages. Cards/timeline. It sounds like you'd chop it up and flow it throughout the different god power categories, but with the addition of more civilization oriented ones introduced. Albeit you might mix that in under settlements. It's an interesting thought, and more organized now that they've drastically reduced the emphasis on progressing through the ages in the current Timeline. Gems. That's along the lines I'd change it too, if it were to change to deal with more in-game elements. Belief/resource collection. Whichever way this is approached, automation seems like a good idea to me. Voyages. Variety=absolutely what I'd like seeing. Happiness. More depth here via a fear component, but not necessarily good/evil would definitely be cool. Settlements. That's an interesting compromise to make...And it makes a lot of sense to me. Good call. Beacons. Similarly decent call here, having them be more than a throwaway influence expander would be a good idea for the handmade worlds. Timers & sculpting. Absolutely agree on these. Qetesh: Store. I wouldn't mind this all that much either, myself. The intermediary currency just makes it too easy to turn the game into the shop instead of a game, so having an in-game shop of some sort but without an associated game currency, would be okay. That is, as long as it sticks to vanityware. Don't have to say remove F2P stuff twice for me. =P Followers more simlike as in autonomy sounds good to me. Fuck collecting stuff for followers. Gotcha. Definitely agree on this front, automation > manual collection. More extensive control is something I'd love to see too. Voyages, more depth and interesting places, won't see me disagreeing. Theme Hospital's great...But it sometimes felt a little hectic to me and it didn't always feel like I had that much control (at least when it comes to patient influx). Simply carrying over the ability to rather freely configure your buildings and the rooms, the equipment and all that is a level of control definitely lacking in Godus that it'd be great to see introduced in some way though.
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Post by Danjal on Sept 24, 2014 21:09:36 GMT
Really more follower integration on the whole thing.
As a god game, we should be doing the guiding, not the controlling. Have our followers do the heavy lifting, and have them be able to do the heavy lifting autonomously if we don't interfere. Allow us to be able to influence them, nudging them in the "right" direction (implying there needs to be a choice and that the choice needs to be a valid one). But don't give us full direct control all the time - or make that control come at a cost (removal of free will has consequences).
Only rely on full-on micro-management when the creation of a proper AI is next to impossible. A lot of things can be dealt with behind the scenes without overcomplicating the game and thus keeping it accessible to a wide audience. While still allowing the flexibility for manipulation and alteration for those players that are interested.
Keep in mind that aside from "how" you do something (mechanics), the way you portray it is also very impactful to the feel of the game (paintjob). I.E. pick the names of in-game aspects well to reflect both the impression you want to leave on your player aswell as to reach the correct target audience.
Follower autonomy ideally should be something akin to the creature from B&W, you can teach them more complex behaviour. (Or punish them for doing things you don't want them to do.) Though thats really more of a long-term goal. Short term should rely heavily on choices. Giving valid options and directions to advance into would be key to making the game more interesting.
Ultimately, make the player a god rather than a groundskeeper or a mayor. We shouldn't just be sweeping the floor and collecting litter. We shouldn't be doing the heavy lifting for our followers. We shouldn't be telling them what to do at every step of the way. They should do things and do them for us. They also shouldn't be following in the footsteps of a "lost civilization" - have then find inspiration or technology by all means. Buy have them be the ones that build up a monument or shrine. Have them be the ones that do the exploration. The diplomacy, the fighting and so on.
Rely on customization/cosmetics for monetization rather than roadblocks and paywalls.
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Post by hardly on Sept 24, 2014 23:04:43 GMT
Id like my people to grow their own settlements. Obviously there are constraints like available land that I can help the out with. They could ask me to shift a mountain or two or carve a new river and I would oblige. That's quite a big change.
A simpler change would be to take the current settlement mechanic and keep the initial step (creating the settlement) but after that change things to make growth automated. I'd have multiple professions in a settlement - farmer, builder, priest, warrior, hunter. Those might be the initial ones with changes coming later.
Farmers and hunters would gather food. The more food there is the bigger the settlement gets. Past a certain point a settlement would require other resources. Builders would be neceesary to expand (not enough builders slows settlement growth), priests gather belief and research tech - stickers and warriors protect the settlement and attack other settlements kind of like in settlers. Farms would surround settlements and therefore ariable land would be the major constraint for city size.
Anyway the settlement will expand upwards and outwards subject to having the necessary resources. Some resources (e.g. Ore) could buff warriors with weapons, some like paper could buff priests and luxuries could be necessary for happiness to unlock certain tiers. Luxury production could be linked to regions of the map and specialists who produce these luxuries and export them through your settlement network.
I'd like to see roads built connecting these settlements. When it's war time you'd throw down a totem and you could set the numbers of warriors to come to the totem. That way you could link armies to totems and set them on your enemies. When a settlement is attacked the non warrior enhabitants should fight although they would of course be relatively weak.
Just some musings.
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Aron
Master
Posts: 125
Steam: http://steamcommunity.com/profiles/76561198023768234/
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Post by Aron on Sept 25, 2014 15:23:55 GMT
Remove all Gem Features the followers should build/craft the Gift things
Redo the Settlements Feature i dont wanna have 150 Mines on my Island
get ride of the Stickers and give us a Research Feature
Change the Happines Feature in when the followers get better house they are happier or Food for example carrots_> wheat-> meat
i dont know why i write this when i know things will never Change
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Post by Danjal on Sept 25, 2014 15:58:03 GMT
Remove all Gem Features the followers should build/craft the Gift things - 1Redo the Settlements Feature i dont wanna have 150 Mines on my Island - 2get ride of the Stickers and give us a Research Feature - 3Change the Happines Feature in when the followers get better house they are happier or Food for example carrots_> wheat-> meat - 41 - I 100% agree, if the followers had desires and free will - then the more we did to satisfy them. They would show us appreciation. This new "divine favor" type currency could be a "good" improved version of belief for special unlocks. Sacrifice giving an "evil" improved version of belief for special unlocks. Similar things can be done in various directions. This would enforce the idea that we as a god make choices that affect our followers 2 - Having them condense would indeed not only be more aesthetically pleasing, but also better on system performance. Instead of 150 individual miners, you can get mining crews. Besides, who makes a mine for themselves? It'd be a complete mess... Cooperation is key, thats why we started making settlements in the FIRST PLACE, so we could cooperate and share our strengths and resources. 3 - Keep the stickers, rename the stickers, get rid of them - just have followers "research" the developments. 4 - Followers effect everything - it represents their happiness right? So why isn't it affecting them, only us? Its completely random right now, as if someone went into the game thinking "I need to find a quick and dirty solution to this problem." - without thinking of further repercussions to the enjoyment of the player.
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Post by Gmr Leon on Sept 25, 2014 17:14:23 GMT
This isn't related to anyone's direct responses but something I was thinking about. Is beginning from an individual follower focus to a community focus kind of backwards? As in, shouldn't we begin with a small group of followers that forms a camp that then develops into a settlement and then as it advances becomes more individual oriented?
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Post by Danjal on Sept 25, 2014 18:45:42 GMT
In many ways it is. And its been brought up like that before... Having individual followers settle in "favorable locations", and as such naturally forming clusters or groups around natural resources. Some would settle near food (wild plants, animals to hunt), some settle near easy shelter (caves or easily accessible material), some settle near water (lakes/rivers/streams). Thats how groups historically settle and cluster. Subsequently as needs and resources arise, different priorities and foci result in a shift in where settlements start to cluster. But always these key features remain: - There needs to be food to sustain the people. Be it hunting, gathering or agriculture.
- There needs to be an abundant source of material to build with - usually this initially is wood, though clay/stone aren't unheard of.
- Location, location, location. Be it roads or rivers for trade and transportation. Be it the source of key/critical resources or an easy accessibility to food.
In Godus it kinda just is "if we believe hard enough" - really, a settlement forms because of belief? *WE* (the gods) tell them to make a settlement because *they* (the followers) believe enough in us? Isn't that kinda backwards?
Its for that key reason that I've been saying that they need to rethink/overhaul their resources. Not only does having building resources make sense from a game-perspective, but it allows the developers so much MORE control over how to direct the growth and expansion of the player. The amount of resources available become direct limitations as to how you can expand. Food is a hard cap (you can't grow more if people starve due to lack of food).
Now lets say they don't want to go all RTS (and I say fine, makes sense...) So how would we alter this?
For starters, natural resources are abundant in the game. You can have followers "collect" nearby resources to build their huts. This would make logical placement become far more essential to where you build and would immediately cut down on the massive flattening of land and building of slum-districts early on. Afterall - no wood = no houses.
It'd also make it so that cutting trees down for easy-belief becomes a concious decision. Do you want to inhibit the growth of your people for some quick belief? Or do you choose to let your followers grow at their own pace?
Just having the concept of timber for building be in the game (even if we can't directly influence it) would directly affect the pacing of the game in a major way. Moreover, because the followers would need to "collect" the wood. The timers to create a building would become directly proportionate to the resources available. Granted, this would need the addition of animations to portray this and a way to "renew" trees early on or another early-resource to build with.
Step 2 - because buildings need resources not only to be build. But also to be maintained. It becomes essential that you keep such materials accessible. And advancing to higher tiers of buildings becomes favorable as stronger architectural constructions will be both more durable aswell as less prone to damage. Not only will a storm be less likely to damage it or destroy it outright, but they will be able to withstand a larger beating overall.
Because this damage and repair is a measurable amount. It makes the followers seem alive as they react to the world.
Step 3 - with buildings set, and "society" forming. Introducing a foodsource become key. Before, followers would "eat of the land" - but now that tasks are starting to be distributed the need for proper agriculture becomes key. Where resources are a soft cap, food is a hard cap. You can always expand and look for more wood, mud or clay to build with. But without food your people will starve. This becomes the backbone of pacing the game. One that the player CAN directly influence by controling the amount of food flowing through his civilization, but at the same time one that is directly limited by available land and other outside criteria.
Now all of this can happen behind the scenes. It would never have to be something directly controlled by the player. And as such would never need to be something that scares away mobile players.
Yet by relying on followers to handle the "earthly" side of things. And reserving belief exclusively for the "godly" side of things. Both balance and pacing become far more logical and easily managed. Because be fair - the current timers and belief/gem costs on things are completely arbitrary. There's no logical sense to them. Its like someone went around and just picked random values out of the air and entered them in on an incremental scale.
And many of the existing mechanics can be retrofitted to serve this. Gem mining == woodcutting. Farming plots can serve as little foresters plots where trees are grown if you really want to keep the systems. Stickers can be repurposed (and don't have to be but could renamed/painted), just alter the underlying mechanics and tie them into the followers rather than the god.
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Post by Danjal on Sept 25, 2014 18:49:07 GMT
Though that all isn't gonna happen. They're not going to overhaul their core game. They picked their methods and they are gonna stick to it. This has been made abundantly clear.
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Post by Deth on Sept 25, 2014 19:43:59 GMT
Yea now if some other company would just come alone and steal all our ideas.
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Post by hardly on Sept 25, 2014 20:29:43 GMT
Though that all isn't gonna happen. They're not going to overhaul their core game. They picked their methods and they are gonna stick to it. This has been made abundantly clear. I don't think it's been made abundantly clear but I do think overtime it's become apparent that Peter does not play well with others and isn't interested in listening to our feedback no matter how it is put.
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Post by Danjal on Sept 25, 2014 20:41:08 GMT
They put some pretty solid emphasis on how likely it is that they'd overhaul the homeworld content to any reasonable degree.
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Post by Gmr Leon on Sept 26, 2014 3:42:22 GMT
Well this is the conundrum, isn't it? Is a god game really little more than a city/civilization sim put on autopilot in the background meanwhile you feed off their belief to smack around others or reshape the world? Is that what's really wanted? I'm reminded of Black & White 2 very much when I think of this. The game tried to do more or less what you described, but it faltered because of numerous reasons, I'd argue some of the top ones were: -It forgot what it was to play god (it drifted more into a RTS), as it removed your ability to reshape the land and direct followers in large groups. -It didn't reinforce any major connections with the world or your followers (despite trying through side quests), it made you feel more like a divine leader/mayor. -It put you in the awkward position of directly gathering resources for your followers rather than simply generating them from yourself. I think a key part to a god game isn't necessarily in exhibiting the life of your civilization through their labors, but instead of exhibiting your presence through the success/endurance of your followers' civilization. I think this might be an interesting alternative way of pursuing it, as it alleviates the need for strict, real-world analogues to progression. The difficulty arises in how you accomplish this without over-focusing on the followers. That's one of the major features of Populous and Reprisal. It's not the life/civilization simulation of your people that's central to the game, it's the simulation of your effective divinity through their aided expansion and the influence you exert upon them changing the form of their civilization. E.g. extensive plains full of similar buildings or a tumultuous mess of elevations with a variety of buildings.
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Post by Danjal on Sept 26, 2014 11:31:03 GMT
Thats the thing though. With the emphasis of "power through people" chosen, you are in many ways a divine leader... Now B&W made mistakes - and those are mistakes to learn from.
Though I would say that being a magical diggingmachine doesn't really make you feel godly either. Looking at a title such as "From Dust" - being able to just manipulate the land didn't make me feel like a god. It made me feel like I was working at a constructionsite. Trying to poor cement and digging out foundations.
If all you're doing is trimming the hedges and planting the crops - you're little more than a divine farmer. So thats not the way either. And if you're doing all the resource collection you're merely a divine groundskeeper.
All of which are chores. Now correct me if I'm wrong. But most of us don't need Godus to get chores... We got those in real life. And Populous/Reprisal along with all the qualities that make them great games in and of themselves, also carry with them an extensive list of flaws and shortcomings that make them vastly inferior to other games in making you feel like "a god".
Which is to say, not all of us are looking for the same qualities when talking about "god games". You want to avoid real-world analogues? Fine. But filling in random values on a timer isn't the solution. And if as a developer you can't find a functional balance for your game - then relying on real-world analogues as a crutch often is the best way to move forward.
The big question is. Are you a god that derives its power from its followers? Or are you a divine being that is omnipotent and allpowerful already?
If the latter - then why the hell are we being crippled at every turn? (hint, if you have all the power then the game would get boring as there was little progression, it'd just be a creative sandbox which a lot of players won't like even if some do like that) On the flipside, other players dislike the concept of a god needing to rely on its followers to obtain power. Claiming that "I'm a god, why should I help you." So the question is? Which is Godus?
And I think the answer is that in Godus, we're a divine creature that obtains power through worship, we are directly dependant on our followers to maintain our growth and through which we derive our divine energy and abilities.
These followers WILL need resources. Right now they live on what? Faith? We're already seeing inherent flaws in the unbridled growth they exhibit. The game can't handle it and it just becomes a massive drudge to repeat the flattening of land and expansion of settlements ad infinitum.
Introducing resources that are used, managed/maintained and distributed by our followers (NOT by us....) They not only have goals and limits. But they also have a balancing measure. No longer are you just blindly expanding. You as a god have a reason to manipulate the terrain into certain shapes or forms.
You NEED to provide suitable terrain for housing, but also for farming or for mining. Different industries have different needs, and as our followers grow in stature, so do their desires and needs. Which is directly influencing their prayer to their god (us, the players) and providing us with a wider selection of powers. Rather than finding random pre-placed shrines, totems, temples and statues in the world - our power is directly influenced by our actions.
Please tell me - do you feel godly when your ability to plant a tree comes from a totem or rock on the ground? I'd say that in that sense, Populous and Reprisal are FAR from godly. You're merely the focus which directs some pre-existing power into the world.
Instead, having you as a god slowly grow in power as your actions influence the world (and thus your followers in that world). Starting off with limited powers of manipulation of the land. But growing as your influence grows, branching out into manipulation of other objects and eventually even creation. This balance between the world, the worshippers and the deity are what make a good godgame in my mind. Not the solving of puzzles and obtaining of totems... If you get your powers from totems and statues you're little more than a magical apprentice following in someones footsteps.
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Post by Gmr Leon on Sept 26, 2014 19:23:32 GMT
Yeaah, they're almost interchangeable, but one puts more of an emphasis on the followers whereas the other puts more of an emphasis on the environment. In Populous and Reprisal, there isn't much depth regarding your followers because they're almost a background element, they're your power feed with the only aim being to take that power to increase the amount of energy pouring in for you to smash up your enem(y/ies). You're right that it's not without its own faults, but I think that it faintly serves the divine feel more, since it makes you pay attention to the people yet with a good amount of distance. As to the real world analogues, I don't mind them myself, but I think it's very clear from how the game's going that there's a very loose interest in them. I absolutely agree that random numbers tossed around aren't the answer, and that the followers need some form of mortality or something to make them more fragile, especially if we're not going to be confronted with a directly hostile enemy very often/soon. I think the simplest route would be to implement mortality, followed by natural disasters outside of our control. The idea of the floods in Wayworld is a good start, sort of, but storms in Homeworld could have also been a decent start and instead became more of a supply drop. I think I agree with where you're coming from for the most part...Although, I have to keep reeling myself back in from going off on my own idea of god game designs. Because to me, the constraints of the existing design being built around semi-divine thing drawing power from followers seems to have hit its limits. You either remake Populous, or you make a weak master of none pseudo-divine RTS. For instance, resources and having followers collect them is grand, but...What do you do? Lay the grounds for the resource nodes for them to use to expand to fuel your belief and unlocking of powers? Is that any more fun than collecting the resources? See, I guess it could be, but something still seems off there. It still feels like you're playing a little bit of construction worker with a hint of gardener/prospector, which misses the point. Collecting or creating the resources both seem a little off. The best approach that I can think of that works within the existing constraints is to focus less on the tending of the civilization and more of its expansion and your empowerment through the subjugation of other civilizations and their deities. Because no matter which approach you take, finding it in ruins or totems, or drawing from the great metaprogression void that is the Timeline, you encounter the same focus for preset power problem. That's a basic game contrivance that emerges with any game possessing a progression system. As such, it seems like it'd feel somewhat better to have a mild balance of civilization progression affecting power improvement but more substantial improvements emerging from the conquest of other civilizations. The gradual progression of a civilization is too gradual to feel like a major accomplishment, so that sense of accomplishment has to come from somewhere else and I think a good place to start would be with puzzle islands which once solved require fending off local inhabitants/conquest islands that have your people rampaging about to empower you/etc. I dunno. I think putting too much emphasis on smoothing out the landscape for the followers' civilization seems like a misplaced focus for bringing about any major sense of satisfaction.
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