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Post by Gmr Leon on Oct 25, 2014 5:58:43 GMT
Not content with striking god game combat or reforming free to play...Peter Molyneux has announced recently that he has realized Godus' true potential lies not in zen garden sculpting, but in cake designs. Asked how he overlooked the potential for so long, he could only say, "Well, you see, as you develop a game you come to discover what it truly is, and in the regenesis of god games, we discovered that what is truly divine and delicious, is cake decoration. We know we talked of boardgames and dioramas and zen gardens, but this really is what it is to be a god, decorating your layers with multicolored icing and molding little figurines of homes and people here and there. It's far more delightful than our past work."
Asked what will happen to the action he says, "The, um, action you see is, um, in arranging and gathering new icings on the side. You also have to dip some of the figurines into the cake and, if you're feeling, uh, especially devious you can remove slices of the cake."
Don't worry, more cakes and new cake features to come as the game continues to develop! (If on mobile, be prepared to pay for candy sprinkles for various figurines and icings to unlock new cake decor.)
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Post by bed on Oct 25, 2014 7:53:00 GMT
I bet Buddy from Cake Boss could make a wicked Godus cake.
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Post by Danjal on Oct 25, 2014 11:57:31 GMT
That does explain the kitchen knife analogy and getting hurt in the first 15 minutes after obtaining it...
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Post by morsealworth on Oct 25, 2014 12:08:38 GMT
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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 Oct 25, 2014 16:13:00 GMT
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Post by Gmr Leon on Oct 25, 2014 16:49:26 GMT
A slight reskin and trees would totally be candles.
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Post by Danjal on Oct 25, 2014 17:06:14 GMT
A slight reskin and trees would totally be candles. The trees/cacti are candles, the rocks/sandhills are decoration and the reskin is icing.
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Post by 13thGeneral on Oct 26, 2014 3:40:51 GMT
A slight reskin and trees would totally be candles. Well, you can light trees on fire. Also, Tiki Torches would make nice candles.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Oct 29, 2014 13:19:50 GMT
A slight reskin and trees would totally be candles. Well, you can light trees on fire. Also, Tiki Torches would make nice candles. Mentioning trees. Can we have several trees growing while spelling the "holly forest"? I don't see myself clicking around 100 times to get my followers happiness optimization. Or maybe maybe, there'll be different levels of spells later in the game? And from that case, will make grow from 1 to 20 trees? Thank you to preserve wrists and mouses.
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Post by Danjal on Oct 29, 2014 14:20:07 GMT
Its one of the many inconsistencies in Godus' design philosophy. What 22cans says: - "We don't want the game to become too fiddly or have too much micro-management!"
- "We want to avoid putting in mechanic X or Y because we believe it would make the game too fiddly."
- "We chose to put in this abstract mechanic (stickers, gems etc) to avoid making the player focus too much on min-maxing."
- "You're playing the game wrong, you're sculpting too much and playing much too quickly!"
What 22cans does: - Heavy emphasis on single-follower management through leashing rather than more macro 'zone-commands'
- Heavy emphasis on micro-management of plots by making the auto-plotting be very vague and inefficient (each plot has lots of wasted space and plots do not allign properly leaving even more wasted space in between for no gain or benefit).
- Abstract mechanics actually result in more micro-management needed (dragging individual stickers, continually having to apply gems to "buy" the shortcut, etc).
- Followers are useless and need guidance at every step of the way.
- Sculpting a lot is wrong - 22cans hides 'hidden temples' in the middle of mountains and has vague gemtrails leading in an obscure way towards them, forcing the player to level half the mountain to dig it out and actually see anything due to awkward camera angles.
And these are just a few examples I listed without too much digging. I'm sure every one of you could add atleast a couple inconsistencies and issues that spring forward because of the conflicting priorities in design.
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Post by Gmr Leon on Nov 12, 2014 16:47:52 GMT
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Post by Danjal on Nov 12, 2014 17:20:09 GMT
I would hope that they tie in some deeper game mechanic into this. Here's a few suggestions: - Add in decorative themes:
- Location (harbour, merchant district, farming, residential)
- Era/age (primitive, bronze age, medieval era, modern era)
- "Type" (plant-based, metal/mineral based, architecture based, mechanical-based)
Matching themes give a boost, but variety also gives a boost (so no plopping down 1000 of the cheapest).
- Add in variation in effects:
- Some give happiness
- Some boost effectiveness/production
- Some reduce negative effects
Have them function as a variety of "personality markers" for lack of a better word, defining your people.
- Look into overall functionality beyond decoration.
Decoration is nice and all, but if Godus is gonna turn into paint shop pro or some 3D modeling program, then its gonna push towards a very specific audience alone.
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Post by Gmr Leon on Nov 12, 2014 17:38:18 GMT
I would hope that they tie in some deeper game mechanic into this. Here's a few suggestions: - Add in decorative themes:
- Location (harbour, merchant district, farming, residential)
- Era/age (primitive, bronze age, medieval era, modern era)
- "Type" (plant-based, metal/mineral based, architecture based, mechanical-based)
Matching themes give a boost, but variety also gives a boost (so no plopping down 1000 of the cheapest).
- Add in variation in effects:
- Some give happiness
- Some boost effectiveness/production
- Some reduce negative effects
Have them function as a variety of "personality markers" for lack of a better word, defining your people.
- Look into overall functionality beyond decoration.
Decoration is nice and all, but if Godus is gonna turn into paint shop pro or some 3D modeling program, then its gonna push towards a very specific audience alone.
Divine Townbuilder is what it is. The fact people are requesting this more or less tells me that. In games with battles, people ask for new factions, unit types, or upgrades to existing units, in townbuilders or city management games, people ask for more decorations or different looking buildings. Look at SimCity for the easiest example of this. The way its business model is handled is more or less The Sims scaled up. Which isn't necessarily bad as long there's some interesting complexity to work with and the additional stuff is mostly aesthetic/core game remains enjoyable without, buuut yeah, when you're missing the complexity it's an utter bore.
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Post by Danjal on Nov 12, 2014 17:45:51 GMT
Aye, different audience/genre-type, different priorities. As always, Godus/22cans is a gigantic conflict of interests.
Claiming to want to cater to the best of both worlds, but unable to deliver to either one fully.
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Post by 13thGeneral on Nov 12, 2014 18:15:55 GMT
I still don't see any effort towards adding in any kind of purpose or point to the game. It lacks an over-arching driving force to play other than to waste time and goad micro-transactions out of players. I want to actually influence and teach my followers, to have challenges (actual challenges) to overcome, enemies to smite or convert, lands to explore, and discoveries to unearth; not this pseudo metaphor faux crap they've presented.
And why would I want to decorate or customise my world when there's essentially nothing in the game that kindles or fosters any affection or attachment? That wasn't included anywhere in the selling point of the Kickstarter, but we've seen more focus on making it "pretty" and adding more stuff, without more reason than padding timers and paywalls.
I just haven't the slightest hope for this anymore.
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Post by Gmr Leon on Nov 12, 2014 21:59:52 GMT
I still don't see any effort towards adding in any kind of purpose or point to the game. It lacks an over-arching driving force to play other than to waste time and goad micro-transactions out of players. I want to actually influence and teach my followers, to have challenges (actual challenges) to overcome, enemies to smite or convert, lands to explore, and discoveries to unearth; not this pseudo metaphor faux crap they've presented. And why would I want to decorate or customise my world when there's essentially nothing in the game that kindles or fosters any affection or attachment? That wasn't included anywhere in the selling point of the Kickstarter, but we've seen more focus on making it "pretty" and adding more stuff, without more reason than padding timers and paywalls. I just haven't the slightest hope for this anymore. Time investment. There doesn't need to be a purpose if you convince them that embellishing all their hours spent with some random decor is nice. Heck, you don't even need to convince them, that's the ugly part, they convince themselves that it's worth putting more into since they've already put so much into it. Why get extra outfits for your Sim, extra recreational crap for you city in SimCity, and so on? Because you've already put in the time in the design, maybe, and you want it to look nice or whatever. Why build a castle in Minecraft when you could stick with a mudhut in the ground? 'Cause you've probably gotten enough stone digging about, you might as well use it for something.
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Post by Danjal on Nov 12, 2014 23:39:06 GMT
The key difference is that Godus lacks anything else to do. Its a bunch of half-assed attempts at filler minigames. For the decorative stuff to have merit - you'll need to be invested in your world and your people first.
And as it stands, unless you don't mind that its all ridiculously shallow, thats not gonna happen.
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Post by 13thGeneral on Nov 13, 2014 2:08:33 GMT
I still don't see any effort towards adding in any kind of purpose or point to the game. It lacks an over-arching driving force to play other than to waste time and goad micro-transactions out of players. I want to actually influence and teach my followers, to have challenges (actual challenges) to overcome, enemies to smite or convert, lands to explore, and discoveries to unearth; not this pseudo metaphor faux crap they've presented. And why would I want to decorate or customise my world when there's essentially nothing in the game that kindles or fosters any affection or attachment? That wasn't included anywhere in the selling point of the Kickstarter, but we've seen more focus on making it "pretty" and adding more stuff, without more reason than padding timers and paywalls. I just haven't the slightest hope for this anymore. Time investment. There doesn't need to be a purpose if you convince them that embellishing all their hours spent with some random decor is nice. Heck, you don't even need to convince them, that's the ugly part, they convince themselves that it's worth putting more into since they've already put so much into it. Why get extra outfits for your Sim, extra recreational crap for you city in SimCity, and so on? Because you've already put in the time in the design, maybe, and you want it to look nice or whatever. Why build a castle in Minecraft when you could stick with a mudhut in the ground? 'Cause you've probably gotten enough stone digging about, you might as well use it for something. That I get, but... The key difference is that Godus lacks anything else to do. Its a bunch of half-assed attempts at filler minigames. For the decorative stuff to have merit - you'll need to be invested in your world and your people first. And as it stands, unless you don't mind that its all ridiculously shallow, thats not gonna happen. THIS! Exactly. And we've been warning them about this since the beginning, but here we are.
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Post by Gmr Leon on Nov 13, 2014 3:11:43 GMT
The key difference is that Godus lacks anything else to do. Its a bunch of half-assed attempts at filler minigames. For the decorative stuff to have merit - you'll need to be invested in your world and your people first. And as it stands, unless you don't mind that its all ridiculously shallow, thats not gonna happen. You don't seem to understand the depths to which people can enjoy puddles. Why do you think stories in games have remained B-movie level for so long?
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Post by Danjal on Nov 13, 2014 3:33:37 GMT
You don't seem to understand the depths to which people can enjoy puddles. Why do you think stories in games have remained B-movie level for so long? While I can understand *that* they can enjoy it, I can't understand or rationalize *WHY* or *HOW* they can enjoy it... Its like these people are willingly stabbing themselves in the foot, knowing they don't have to - or ignoring that knowledge? Because... Its easier? Easier to take what is in front of you, than to stand up, walk around the table and choose the 'better quality' alternative? Or something of the sort atleast. Something to do with the path of least resistance and being lazy.
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