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Post by Monkeythumbz on Nov 3, 2014 16:43:56 GMT
Peter & Jack continue to answer the questions that matter to you most, submitted directly to our electronic doorstep by the Godus-playing community members themselves. For our dynamic design duo, there's no question too probing or answer too rambling. We hope you enjoy our latest missive and look forward to answering more of your questions in future videos.
Many thanks to Gmr Leon for collating and submitting all the questions - much obliged!
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Post by 13thGeneral on Nov 3, 2014 17:56:12 GMT
I really should watch all these - been a bit distracted lately.
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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 Nov 3, 2014 19:07:12 GMT
I really should watch all these - been a bit distracted lately. Stop procrastinating.
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Post by engarde on Nov 3, 2014 20:45:17 GMT
Not as distracted as they are in the videos...
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Post by morsealworth on Nov 3, 2014 21:52:39 GMT
Did they answer Qetesh's main question? That's the only thing i'm curious about, so watching al through will be too little return for lost time.
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Post by Gmr Leon on Nov 3, 2014 22:15:57 GMT
Did they answer Qetesh's main question? That's the only thing i'm curious about, so watching al through will be too little return for lost time. That was in this video. Peter thinks that they're trying to, and a major aspect of addressing this from his perspective is reintroducing multiplayer. However, as Danjal and I have noted here and there, we didn't think that was correctly approaching the matter, assuming that our understanding and Peter's understanding of multiplayer are the same, which is multiple human players, not a mix of human and AI.
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Post by morsealworth on Nov 4, 2014 12:00:15 GMT
Did they answer Qetesh's main question? That's the only thing i'm curious about, so watching al through will be too little return for lost time. That was in this video. Peter thinks that they're trying to, and a major aspect of addressing this from his perspective is reintroducing multiplayer. However, as Danjal and I have noted here and there, we didn't think that was correctly approaching the matter, assuming that our understanding and Peter's understanding of multiplayer are the same, which is multiple human players, not a mix of human and AI. Thanks for the reply. So it seems they do not even understand the question - or they pretend not to understand. That answers the question enough. As in "the game we promised? What game we promised?".
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Post by Deth on Nov 4, 2014 14:52:40 GMT
Yea looks like what Peter thinks he said and what we think we heard are two completely different animals.
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Post by Danjal on Nov 4, 2014 15:05:44 GMT
Yea looks like what Peter thinks he said and what we think we heard are two completely different animals. Aye, there is a vast difference in perspective and expectations - aswell as an overarching conflict in priorities. It seems that to Peter, a good game is one that gives short-term profits - even if that means cutting down on content and therefor blowing any chance of player retention. Meanwhile to most of us, quality content and thus player retention is more important or atleast equally important and should not be shoved aside purely for immediate monetary gain - especially if the result of doing so would be to treat your audience like currency dispensers rather than intelligent human beings.
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Post by distraction on Nov 4, 2014 18:21:16 GMT
regardles the comment at 17 minutes is an admittanse of misleading if only about the realistic delivry date?
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Post by Gmr Leon on Nov 4, 2014 18:47:53 GMT
regardles the comment at 17 minutes is an admittanse of misleading if only about the realistic delivry date? An admission of unintentional misleading, yeah. You provide the best ETA you can from what others think will be the approximate timeline of delivery of what they're building and go from there. Apparently 22cans is full of overly optimistic/confident developers that didn't realize what they'd run into in the process of development (e.g. Scaleform/Marmalade conflicts, network tools, etc.).
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Post by Danjal on Nov 4, 2014 20:29:05 GMT
Yea, the mis-stated delivery date is by far the least of their problems. If anything, I'd say the "mistake" here isn't to be overly optimistic, but to be negligent in adjusting to a new date and correcting these public estimations.
As with many of the other issues, communication isn't their strong suit.
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Post by Monkeythumbz on Nov 5, 2014 14:27:12 GMT
Yea, the mis-stated delivery date is by far the least of their problems. If anything, I'd say the "mistake" here isn't to be overly optimistic, but to be negligent in adjusting to a new date and correcting these public estimations. As with many of the other issues, communication isn't their strong suit. I really, really hope you feel our comms have improved over the last few months, at least.
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Post by Danjal on Nov 5, 2014 15:18:03 GMT
Yea, the mis-stated delivery date is by far the least of their problems. If anything, I'd say the "mistake" here isn't to be overly optimistic, but to be negligent in adjusting to a new date and correcting these public estimations. As with many of the other issues, communication isn't their strong suit. I really, really hope you feel our comms have improved over the last few months, at least. They have George, they most definitely have. While I personally would like to see a more defined line between what is planned/promised and what is delivered. I do acknowledge that sometimes problems come up that prevent something from being finished or that cause delays. Personally I still believe that a proper roadmap / living document (See Stonehearth's/ Starbound's roadmaps) with regards to these kinds of plans and future priorities would be a great tool to have for this. Even for internal usage for 22cans as it would give a clear line of what features need to be done (or what you would want to have) before the game can be considered "complete" as opposed to starting from scratch at every sprint and asking around the table what everyones priorities are so to speak. So in that sense, with regards to communications I think that the acquisition of Matthew and George has done wonders for 22cans' communicative abilities. Resulting in a greatly improved line of conversation going back and forth overtime. And it would be even better to see this further improved and expanded upon, so that we as a community can get a better impression of where Godus is heading in the future. Short-term solid plans, long-term shifts in priority and overall milestones and essential features aswell as perhaps some interesting, but low-priority features included. It seems to me that to fullfill the vision of a game, you need to play a little more "connect the dots" and a little less "freeform drawing". Especially if you have over 20 people working on the project each with their own little quirks. Peter's vid-6 comment on needing an Exec Producer-type person/role ties into this aswell. Someone that ensures that development stays on path, and isn't necessarily swayed by personal desires so much as driven to "complete" the project in a timely fashion (acknowledging that a timely fashion in terms of game design can be 2~3+ years for full completion, but preventing the slip into featurecreep resulting in needing 6~9 years instead.) As I have said in other posts and as I now have come to believe is misunderstood when the community initially asked for improved communications. To many of us, communication is a two-part package. On the one side the actual talking, but on the other side delivering on what was talked about. It seems that the initial part of that seems to have been resolved through the great work of the community managers (George and Matthew publicly, but also those working behind the scenes) - and I would love to see Peter and the design/development team pick up on this and attempt to give more tangible results. As I sketched above, it doesn't even have to be dates or figures. It could be as simple as a list of things that are ordered in an approximate priority. And then keep that list up-to-date as these priorities shift or new problems come up. Peter's suggestion to do pre-sprint and post-sprint updates, keeping players informed of what is being worked on would also do well in reaching that result.
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