|
Post by 13thGeneral on Nov 13, 2014 2:31:08 GMT
Some new articles about Godus with a focus on mobile development (iOS and Android) - the info is all very similar and some repetition, but it's worth reading them each. There are some things that Peter says that, well, go read them [I'll wait]. gamasutra.comMolyneux faces unexpected challenges as a mobile game makerdevelop-online.netMolyneux: Work at 22Cans is the hardest I've ever donepocketgamer.bizF2P monetisation is extremely challenging that's why mobile devs need to learn about community, says MolyneuxWe tried to tell them. Prepare the quote cannons!! (and say goodbye to the PC Sprint)
|
|
|
Post by greay on Nov 13, 2014 3:27:55 GMT
you linked to the sites, not the articles... here's the gamasutra one.
|
|
|
Post by 13thGeneral on Nov 13, 2014 4:17:07 GMT
you linked to the sites, not the articles... here's the gamasutra one. Odd, I put the links in there... I'll fix it. EDIT: All fixed. It seems if you have a www. at the beginning of the link text it overrides the actual embedded link. Weird.
|
|
|
Post by Danjal on Nov 13, 2014 4:28:19 GMT
Strange, I never thought it was that hard... You just focus in creating a good game with mechanics that serve the game - rather than mechanics that serve the monetization. Then you layer the monetization to suit the game and its mechanics - not the other way around.
If your goal is to make money off of a good game - then by definition it becomes more ethical than if you try to make a game purely to make money. Because that route prevents you from actually making the game... So eh.
No shit, if you make filler content without substance no wonder people burn through it. It takes clever design, not shallow repetition, to get a lasting effect.
I'm happy he atleast admits that his way of monetizing mobile, and underestimating it was a big mistake. Particularly if you read the "develop-online" article, you will note how he mentions that he severely underestimated the mobile market. Thinking that these players play 'less' and thus 'consume less content' than their PC counterparts. Boy oh boy was he wrong - yes, shorter sessions, but far FAR more sessions overall. Taking 5 minutes (cig break) here and 10 minutes (coffee break) there with the odd 30~45 minutes (public transport) and it all adds up.
Sounds to me, his decision to go mobile was one based on the assumption that it'd be "an easy win". And wow... It would appear that literally ALL the red flags that we pointed out in the early design of Godus are popping up and are accounted for.
If only they had listened to the community earlier - this ethical conundrum? Thats the main reason most PC users *HATE* mobile and freemium with a passion... Because it makes for poor games and gameplay.
I can only say one thing to this: "We told you so..." And for fucks sake - STOP underestimating your target audience / userbase!
|
|
|
Post by Gmr Leon on Nov 13, 2014 4:45:53 GMT
Wait a sec. How does one realize that players will burn through years worth of development in a day, but not realize they'll do exactly the same with only, let's say, a year's worth of development? This man makes no sense, but then, that's Molyneux for you.
Okay, next Q&A session, we have got to ask what on earth he thought people would be doing in this game instead of sculpting and instead of, I don't know, playing it, because these are some of the most confusing things ever from him. You made a game where the only thing to do is to sculpt but you didn't expect people to sculpt and you made a game to play but you didn't expect people to play it so much...What is going through his head?
|
|
|
Post by Danjal on Nov 13, 2014 4:49:18 GMT
I'll take this opportunity to add a question to the list of questions to be asked to Peter/22cans. "In the interview you did recently visible here: www.develop-online.net/news/molyneux-work-at-22cans-is-the-hardest-i-ve-ever-done/0199980You acknowledge that you underestimated the mobile audience and that 'freemium monetization' brings along an ethical conundrum. This is the main reason the PC userbase has been very opposed to this development from the start. Knowing what you know now, does that help you understand why it is that the PC backers/players were so vehemently opposed to the decision to focus Godus into a Free-to-play mobile development?"
|
|
|
Post by Danjal on Nov 13, 2014 4:56:22 GMT
Wait a sec. How does one realize that players will burn through years worth of development in a day, but not realize they'll do exactly the same with only, let's say, a year's worth of development? This man makes no sense, but then, that's Molyneux for you. Okay, next Q&A session, we have got to ask what on earth he thought people would be doing in this game instead of sculpting and instead of, I don't know, playing it, because these are some of the most confusing things ever from him. You made a game where the only thing to do is to sculpt but you didn't expect people to sculpt and you made a game to play but you didn't expect people to play it so much...What is going through his head? He underestimated both the intelligence and devotion that a "casual" mobile player would put into playing a game. Thinking that someone who only plays "5~15 minutes at a time" can't ever compete when you compare it to a PC gamer that plays 2~3 hours or more. Thinking that this casual player, because they're not as invested would go through the content slower. And because they don't play as much would last much much longer.
|
|
|
Post by Gmr Leon on Nov 13, 2014 5:03:28 GMT
Wait a sec. How does one realize that players will burn through years worth of development in a day, but not realize they'll do exactly the same with only, let's say, a year's worth of development? This man makes no sense, but then, that's Molyneux for you. Okay, next Q&A session, we have got to ask what on earth he thought people would be doing in this game instead of sculpting and instead of, I don't know, playing it, because these are some of the most confusing things ever from him. You made a game where the only thing to do is to sculpt but you didn't expect people to sculpt and you made a game to play but you didn't expect people to play it so much...What is going through his head? He underestimated both the intelligence and devotion that a "casual" mobile player would put into playing a game. Thinking that someone who only plays "5~15 minutes at a time" can't ever compete when you compare it to a PC gamer that plays 2~3 hours or more. Thinking that this casual player, because they're not as invested would go through the content slower. And because they don't play as much would last much much longer. I dunno. I can see that angle, but my own angle, with all of my own work, is maybe more humble and I'd be inclined to think what they may have thought, which is along the lines of, "This is absolutely horrendous, who in their right mind would bother with this for anything more than a second or two at most?" Most of the time that assumption bears out. I'd be confused too if I made something as shallow and empty as Godus and people were spending as much time with it as they were. I'd imagine the same confusion struck Notch when he came upon success with Minecraft. Who in their right mind would think breaking and plopping blocks atop one another would be such a hit? Who in their right mind would think dragging about land and gathering belief would keep people occupied for so long? It doesn't make much sense until you see what they're doing with it all...And even then it might not make much sense. Like the people wanting more decorations or different block types in Godus or Minecraft. You're simply left going, wait, what? You like this crap? Oh fuck, how do I figure out how to make more without ruining the formula or running them off?
|
|
|
Post by Deth on Nov 13, 2014 13:17:59 GMT
It always surprises me when any developer goes "Wow part of the player base burned through all our content in a week and is now screaming for more." I guess having played MMOs log enough and following the forums to me it is a no brainier. In any kind of game that you want to have any amount of life you have to have some form of fun repeatable repeatable content or I guess like for angry birds, be able to quickly and easily crank out levels with cut and paste assets.
But yea looking back I can see now how his Zen comments and changes to sculpting were not how good the game is or how to make the game better but ideas to slow people down. I still do not understand why they pulled the little extra content they had, but guess most of it was really cosmetic so did not help keep people busy.
|
|
|
Post by Danjal on Nov 13, 2014 13:35:43 GMT
The ironic thing is, they've been telling the PC community throughout the development that "we" (as a commmunity) were wrong and "they" (as developer) are right. That we just didn't see the overarching goal or vision, and that it'd all make sense once it completed. Now, 2 years later, we see a game that depends on minigames and that (according to its lead designer) *NEEDS* the multiplayer content to have a semblance of value. Atleast when it comes to the PC gamer and backer. A game that originally was pitched as primarily singleplayer/offline focused, *NEEDS* an online component to have merit?
Its like they purposefully walked into every pitfall we warned them for, only to turn around and go "How did that ever happen, we didn't expect THAT."
|
|
|
Post by earlparvisjam on Nov 13, 2014 14:23:16 GMT
None of this would make me angry if it wasn't for the fact that I feel like I've been attacked and/or belittled every time I tried to point out some of these obvious points.
The only reason mobile is in such a crunch is because they have been able to come up with a way of pushing out a demo of the game and develop the rest of the content later. That 50% complete number is all anyone needs to see why mobile is such a challenge to them. If this was a decade ago, Godus would yet to be in the hands of the players because it's barely functional. It's not so much that mobile players are blowing through content faster than expected, but that they pretended to have a finished product and haven't been able to hide the fact that it isn't.
Godus was released before the developers even knew what they were making. It's a sandbox game without a sandbox, a board game without an objective. The Steam excuse has been that they've spent most of their time building the basics and the content comes last in development. Every time someone brings up "Early Access" they're pointing this out. However, 22Cans is pretending like the mobile and pc versions are different games. It's amazing to me that anyone could believe that the content important to pc gamers wouldn't be equally important to mobile gamers, regardless of how fast they blow through that content.
For Godus to succeed, 22Cans needs to figure out how to make the game's content worth playing more than a few minutes. The biggest reason I have fought for a raise land feature is that it allows for long term sculpting play. Only having a lower or leveling functionality means that sculpting can only be relied on to occupy players for a limited time. It goes with large chunks of the game. Any god power that gets added to the game needs to be useful more than one or two times in the entire time the game is played. Powers like Swamp and Beautify need to fade away over time. A power that destroys a specific terrain feature (Comet for instance) is only useful as long as that feature continues to exist. It's benefit to the overall game is limited to how often a player CAN use it rather than whether or not they WILL use it.
This isn't a new concept. We've seen it over and over again in power building games. The worst games are where a player only gets to use the really cool feature of a game during the final mission. If you implement a gun/magic attack/super power, it needs to have enough content associated with it to justify the effort put into including it into the game.
Godus is chock full of features without a purpose. Large swaths of development time have gone into features that barely, if ever, get used. All of it springs from a lack of overall planning and a general apathy on 22Cans' part to decide what they wanted to do with their land sculpting prototype. Rather than "aim for the second star to the right and straight on 'til morning", Godus meanders around in iterative circles with no land in sight. The sculpting prototype could be made into something quite fun. Unfortunately, Godus isn't it...
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 13, 2014 14:49:06 GMT
Oi... is Peter the ONLY one who didn't see this coming... or was it the entire studio? The reality distortion field that man must exude is incredible. Well... like many of you called it months/years ago, the truth is finally coming out a molecule at a time and Peter is finally being slightly more honest about what it is like to try to live in two different realities, neither of which fully exist.
|
|
arryu
Senior Apprentice
Posts: 80
|
Post by arryu on Nov 13, 2014 17:08:43 GMT
I'm just gonna put this here...
*NSFW language*
|
|
|
Post by Gmr Leon on Nov 13, 2014 17:36:16 GMT
It always surprises me when any developer goes "Wow part of the player base burned through all our content in a week and is now screaming for more." I guess having played MMOs log enough and following the forums to me it is a no brainier. In any kind of game that you want to have any amount of life you have to have some form of fun repeatable repeatable content or I guess like for angry birds, be able to quickly and easily crank out levels with cut and paste assets. But yea looking back I can see now how his Zen comments and changes to sculpting were not how good the game is or how to make the game better but ideas to slow people down. I still do not understand why they pulled the little extra content they had, but guess most of it was really cosmetic so did not help keep people busy. I think they thought voyages could pull this off until bigger stuff came along, but with them being bugged and it...Maybe taking longer than anticipated, they've run into numerous issues. Even then, as we've been saying since they arrived, they're not sufficient to create a core gameplay loop, much like gather belief, expand, wait, repeat isn't.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 13, 2014 17:48:48 GMT
Damned mobile version: they should have done like Minecraft worked. Make a good pc game first, realease a light version for mobile worth half price.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 13, 2014 19:07:48 GMT
Molyneux faces unexpected challenges as a virtual drug dealer fix't His own self-drawn parallels are comical to say the least. Maybe it's time for some Breaking Bad/Molyneau Photoshop fun-times. 13th? Tiki? haha.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 13, 2014 19:12:47 GMT
Also... from the pocketgamer.biz article... anyone notice this little gem? "They played 6 weeks of content in 6 days. It's a massive challenge for content led games." Currently only available on iOS, the game is updated every three weeks. "The team will likely explode when we go to Android," Molyneux added. I realise it's a mobile gaming site, but whoever told pocketgamer Godus is only available on iOS is what some people might call, a fibber.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 13, 2014 19:17:21 GMT
"It's incredibly challenging to get people to pay. F2P is constraining our ability to be creative," he said, although he has some ideas how to overcome the issue.
Although he didn't dwell on these specifically, he noted "PC gaming is making a lot of money. There's a lot of inspiration for mobile games in terms of the community of games like World of Tanks and League of Legends."
League of GodusCraft World, incoming.
Just remember, there never will be a Gem Exchange Storefront? Shop on PC. :3
|
|
|
Post by Danjal on Nov 13, 2014 19:25:27 GMT
If your design servers your monetization, then F2P definitely applies some constraints. If on the other hand your monetization serves your design, then you can be quite creative.
As you can layer honest and ethical monetization around most good titles and concepts.
Hat Fortress? Dota 2? League of Legends? And there are plenty of others that do not apply abusive models. What I think is amusing is the concept that "mobile players do not want to pay for their games". Seems that the opposite is quite true, mobile gamers are MORE than willing to pay for a good game - they just want to be sure its a good game before they reach for their wallet. Since the mobile market is flooded with ad-paid shite and clickbait.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 13, 2014 19:31:22 GMT
I love that he mentions League and WoT. I have enjoyed playing both, and I have spent money on both, and I don't feel robbed in the slightest, mostly because I wasn't encouraged bludgeoned about the head every time I blinked by the game design to spend money on mostly useless "accelerators" over, and over, and over again... How absurd, right?
|
|