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Post by mrdrpink on Jan 7, 2015 15:13:27 GMT
Personally, I think looking at the old Settlement system when you were able to Leash Followers to one of three to assign them roles. (Farmer, Breeder and Buffer). This way you'd be able to assign the Followers to your preferred combat role, (Swordsman, Archer, Lancer). Archers: would be fast moving and most beneficial over ranged battles, but would be extremely weak in close range battles. An archer’s attack would cause a medium amount of damage to the enemy. Lancers: would slow moving and beneficial for enemies charging towards your Followers, would be higher than the archer and swordsman. Their attack power can be varied between high and medium depending on how close they are to the enemy. Swordsmen: their moving speed and would be in between the archer and The swordsman's attack power would inflict a medium amount of damage to the enemy. Changing the Followers and Stregth is currently accessible in the Balance Files Editor and changing the Followers speed is something we'd be able to change at our end, maybe?
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Casinha
Master
Posts: 217
Pledge level: Partner
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Post by Casinha on Jan 7, 2015 15:17:32 GMT
Ah, that makes sense, sorry for being vague. Unfortunately, not being a professional designer myself, my abilities are somewhat limited to simply answering questions in a basic manner as they come my way. Getting detail would involve back and forth with answers getting more specific as questions get more specific. I can see how that would be hard to achieve on a forum. Putting work into it isn't an issue for me, it's knowing what work needs to be put in, which I'm hoping you'll help us understand as these discussions progress. I get that this experiment might be infeasible in the context of a forum, but I'd still very much like to be a participant. Whatever I can do to help the game achieve what I envisioned when I backed the project, no matter how trivial, I will do with gusto.
Something I would like more information on here is that given the military settlement exists (although where I am in the game it's greyed out for me as I haven't progressed very far), how does it work currently? Farms and Mining settlements make use of plots, from the look of the description builder settlements just make use of existing abodes. What effect does a military settlement have on its surrounding plots?
Most importantly I also ask that you provide an example of an answer that you would consider appropriate.
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Post by FuriousMoo on Jan 7, 2015 15:34:22 GMT
Ah, that makes sense, sorry for being vague. Unfortunately, not being a professional designer myself, my abilities are somewhat limited to simply answering questions in a basic manner as they come my way. Getting detail would involve back and forth with answers getting more specific as questions get more specific. I can see how that would be hard to achieve on a forum. Putting work into it isn't an issue for me, it's knowing what work needs to be put in, which I'm hoping you'll help us understand as these discussions progress. I get that this experiment might be infeasible in the context of a forum, but I'd still very much like to be a participant. Whatever I can do to help the game achieve what I envisioned when I backed the project, no matter how trivial, I will do with gusto. Something I would like more information on here is that given the military settlement exists (although where I am in the game it's greyed out for me as I haven't progressed very far), how does it work currently? Farms and Mining settlements make use of plots, from the look of the description builder settlements just make use of existing abodes. What effect does a military settlement have on its surrounding plots? Most importantly I also ask that you provide an example of an answer that you would consider appropriate. Again I'm not singling you out or criticising you in particular. I'm just giving you a little peek behind the curtain of how a designer actually works and what a big deal even small features and suggestions really are (I've posted this before, but for those that have missed it the first part of the article is a really good description of how we have to think www.gamasutra.com/blogs/LizEngland/20140423/216092/quotThe_Door_Problemquot_of_Game_Design.php) It's not that I am unwilling to explain how the military system works, it's just that I think for you to understand it and get a feel for it you really need to see it in action. What I would suggest for now is to use the balance file editor to speed the game up for yourself to reach the point where you can use the military settlements and see how they work. This kind of experimentation mens you will be breaking your game a lot and restarting, I would recommend making copies of saves at certain points in your play through so you can return and replay. I will also look into the feasibility of releasing a build with the dev console enabled on an opt in branch or something that would make testing far easier.
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Post by earlparvisjam on Jan 7, 2015 20:00:01 GMT
With the focus seeming to be on military units, should we imply that the current sticker system isn't going to change much? All the focus on high-level changes only locks in the current foundation. It's hard to make recommendations when we don't like fundamental aspects of this game.
If the framework of this game is up for rework, then we should start there. The more that's layered on top of the existing framework, the harder it will be to change that framework over time.
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Post by FuriousMoo on Jan 8, 2015 11:52:01 GMT
With the focus seeming to be on military units, should we imply that the current sticker system isn't going to change much? All the focus on high-level changes only locks in the current foundation. It's hard to make recommendations when we don't like fundamental aspects of this game. If the framework of this game is up for rework, then we should start there. The more that's layered on top of the existing framework, the harder it will be to change that framework over time. It's a difficult balancing act, while I agree some of the core systems are fundamentally flawed, at this stage it is simply unfeasible to start re-writing the game from the ground up. The sticker and card system is not the way I would have gone, but it's functional so for now it'll have to do. I'll be looking into ways on how to improve the system, but it's not the most pressing issue right now. When looking at the big picture there is a danger to get overwhelmed by just how much work there needs to be done and become paralysed as a result. Right now I have to be very much in the mindset of breaking up problems into small individual and manageable tasks and working through them methodically. Improvements will come in slow increments not in large overhauls. Also one of the points of these design feedback threads is to identify which part of the game fundamental systems will need reworking. A full design for the combat system will highlight core mechanic fundamentals which will have to be worked on. At that point I will have to make some decisions on what is feasible and what isn't and which compromises will have to be made etc.
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lexihel
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Post by lexihel on Jan 12, 2015 0:20:52 GMT
With the focus seeming to be on military units, should we imply that the current sticker system isn't going to change much? All the focus on high-level changes only locks in the current foundation. It's hard to make recommendations when we don't like fundamental aspects of this game. If the framework of this game is up for rework, then we should start there. The more that's layered on top of the existing framework, the harder it will be to change that framework over time. It's a difficult balancing act, while I agree some of the core systems are fundamentally flawed, at this stage it is simply unfeasible to start re-writing the game from the ground up. The sticker and card system is not the way I would have gone, but it's functional so for now it'll have to do. I'll be looking into ways on how to improve the system, but it's not the most pressing issue right now. When looking at the big picture there is a danger to get overwhelmed by just how much work there needs to be done and become paralysed as a result. Right now I have to be very much in the mindset of breaking up problems into small individual and manageable tasks and working through them methodically. Improvements will come in slow increments not in large overhauls. Also one of the points of these design feedback threads is to identify which part of the game fundamental systems will need reworking. A full design for the combat system will highlight core mechanic fundamentals which will have to be worked on. At that point I will have to make some decisions on what is feasible and what isn't and which compromises will have to be made etc. I don't really mind very much the cards and stickers mechanic, I could even suggest exploiting it in some real interactive ways, I'll go a bit off topic but pls bear with me =(: like, having to draw a path so a group of explorers could follow to reach that chest and taking it's content for you. The chest could respond to elevation, like rocks do, so if one is underwater and your followers can't reach it, you'd have to sculpt it's way up, digging below it. About combat, I understand your reasons Moo and really respect them, I've been playing videogames for 20 years yet my development/design knowledge is far below yours, but I guess it could wait a little if the "sandbox" side of the game could be better exploited. I saw you took a look at the Brain or Brawn thread, some of our suggestions right there are really good. At least consider them, maybe Godus would be an awesome sandbox game after all.
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Post by FuriousMoo on Jan 12, 2015 1:38:10 GMT
It's a difficult balancing act, while I agree some of the core systems are fundamentally flawed, at this stage it is simply unfeasible to start re-writing the game from the ground up. The sticker and card system is not the way I would have gone, but it's functional so for now it'll have to do. I'll be looking into ways on how to improve the system, but it's not the most pressing issue right now. When looking at the big picture there is a danger to get overwhelmed by just how much work there needs to be done and become paralysed as a result. Right now I have to be very much in the mindset of breaking up problems into small individual and manageable tasks and working through them methodically. Improvements will come in slow increments not in large overhauls. Also one of the points of these design feedback threads is to identify which part of the game fundamental systems will need reworking. A full design for the combat system will highlight core mechanic fundamentals which will have to be worked on. At that point I will have to make some decisions on what is feasible and what isn't and which compromises will have to be made etc. I don't really mind very much the cards and stickers mechanic, I could even suggest exploiting it in some real interactive ways, I'll go a bit off topic but pls bear with me =(: like, having to draw a path so a group of explorers could follow to reach that chest and taking it's content for you. The chest could respond to elevation, like rocks do, so if one is underwater and your followers can't reach it, you'd have to sculpt it's way up, digging below it. About combat, I understand your reasons Moo and really respect them, I've been playing videogames for 20 years yet my development/design knowledge is far below yours, but I guess it could wait a little if the "sandbox" side of the game could be better exploited. I saw you took a look at the Brain or Brawn thread, some of our suggestions right there are really good. At least consider them, maybe Godus would be an awesome sandbox game after all. This is a very good point. The problem with the card and stickers mechanic is not the mechanic itself, but it's current implementation and purpose as the tech tree. A knee jerk reaction would be to rip it out and start from scratch when actually as a designer the question that needs asking is "what can be done to improve the mechanic?" or "can we adapt the mechanic to have another more appropriate purpose?". Speaking of your suggestion about followers digging up chests I like it! In fact I like it so much there is a design doc for just that I did about 6 months ago sitting in my big "designs for a rainy day" folder
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Post by 13thGeneral on Jan 12, 2015 4:28:34 GMT
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Post by earlparvisjam on Jan 12, 2015 4:47:16 GMT
I don't really mind very much the cards and stickers mechanic, I could even suggest exploiting it in some real interactive ways, I'll go a bit off topic but pls bear with me =(: like, having to draw a path so a group of explorers could follow to reach that chest and taking it's content for you. The chest could respond to elevation, like rocks do, so if one is underwater and your followers can't reach it, you'd have to sculpt it's way up, digging below it. About combat, I understand your reasons Moo and really respect them, I've been playing videogames for 20 years yet my development/design knowledge is far below yours, but I guess it could wait a little if the "sandbox" side of the game could be better exploited. I saw you took a look at the Brain or Brawn thread, some of our suggestions right there are really good. At least consider them, maybe Godus would be an awesome sandbox game after all. This is a very good point. The problem with the card and stickers mechanic is not the mechanic itself, but it's current implementation and purpose as the tech tree. A knee jerk reaction would be to rip it out and start from scratch when actually as a designer the question that needs asking is "what can be done to improve the mechanic?" or "can we adapt the mechanic to have another more appropriate purpose?". Speaking of your suggestion about followers digging up chests I like it! In fact I like it so much there is a design doc for just that I did about 6 months ago sitting in my big "designs for a rainy day" folder I completely agree with you. Back in March, we had a pretty big discussion going on about Cards, stickers, and resource production all-around. I did a quick dig and found my old thread. A bunch of people had even better detailed threads than this, but we were talking to a brick wall back then. My contention was that we weren't likely going to get rid of stickers, for whatever reason wasn't important, but there were ways to provide alternatives to digging up chests of random types. The big issue is that the current system is completely arbitrary and there is no planning or strategy involved. Rather than chests, we could have stickers come from some sort of real-world analog mechanic. For example, for the wood sticker, there could be a logging camp that would fill up a bar over time based upon whatever factors were developmentally feasible. When the bar filled, it would provide a sticker and the bar would reset to empty. It wasn't exactly an optimal idea but it certainly beat the hell out of digging up chests and spinning the wheel of fortune. Heck, even digging up chests isn't off the table if the contents made sense rather than randomly generated. Or, they don't necessarily even need to be chests. Imagine a tree object that had the same functionality as a chest, but only contained a wood sticker.
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Post by Spiderweb on Jan 12, 2015 10:07:26 GMT
Very good thread, what happened to Avi, gave up?
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Post by 13thGeneral on Jan 12, 2015 12:44:18 GMT
This is a very good point. The problem with the card and stickers mechanic is not the mechanic itself, but it's current implementation and purpose as the tech tree. A knee jerk reaction would be to rip it out and start from scratch when actually as a designer the question that needs asking is "what can be done to improve the mechanic?" or "can we adapt the mechanic to have another more appropriate purpose?". Speaking of your suggestion about followers digging up chests I like it! In fact I like it so much there is a design doc for just that I did about 6 months ago sitting in my big "designs for a rainy day" folder I completely agree with you. Back in March, we had a pretty big discussion going on about Cards, stickers, and resource production all-around. I did a quick dig and found my old thread. A bunch of people had even better detailed threads than this, but we were talking to a brick wall back then. My contention was that we weren't likely going to get rid of stickers, for whatever reason wasn't important, but there were ways to provide alternatives to digging up chests of random types. The big issue is that the current system is completely arbitrary and there is no planning or strategy involved. Rather than chests, we could have stickers come from some sort of real-world analog mechanic. For example, for the wood sticker, there could be a logging camp that would fill up a bar over time based upon whatever factors were developmentally feasible. When the bar filled, it would provide a sticker and the bar would reset to empty. It wasn't exactly an optimal idea but it certainly beat the hell out of digging up chests and spinning the wheel of fortune. Heck, even digging up chests isn't off the table if the contents made sense rather than randomly generated. Or, they don't necessarily even need to be chests. Imagine a tree object that had the same functionality as a chest, but only contained a wood sticker. I have been digging (lol. pun unintended) trying to find the thread where someone (possibly Avi) had posted a mockup of a skill-tree design for the cards. Part of that discussion, along with ones like yours and Danjal's, all essentially came to the consensus that the Followers should generate most "sticker" resources through their actions - and to some degree the God's actions could too - and applying them to cards should occur by selective choice (not drag & drop) through some kind of progression or even check boxes. Heck, even Peter eventually said we'd get a skill/tech-tree for the cards... but like so many other promises, that has never manifested. Very good thread, what happened to Avi, gave up? I'm afraid so. Although Avi's last Godus post was in December, s/he hadn't been very involved since late Spring last year. It's a shame that 22cans manages to run off pretty much every creative and enthusiastic player that came along; why we hang around after all this is still beyond me (I ask myself every week).
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Post by militairensneuvelen on Jan 13, 2015 19:31:42 GMT
Would a full blown magic class make sense actually? So how much magic? I wouldn't even use "magic" but "divine power", not wizards, but priests (to stay in the realm of "God games")
A healer/buffer, like the priest class in Age of Empires would be more than complicated enough (he heals and blesses units)
I can see how Farmers turn into Ranged types, Miners as Melee, and Builders as "Divine" class.
Instead of a "pinched settlement", a built "outpost" (built like an abode). Fill it with the type of follower you want, and you create a little army. This would be easier than making a system where you "breed" certain types into different warrior classes.
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Post by darkmoondragon on Jan 22, 2015 21:25:54 GMT
Possibly I should have put my last two posts under "God Powers" in this thread. As FuriousMoo stated this is not in essence a combat game. This got me thinking that combat should happen in a context that is more than a mini game but less than the entire game. Linked to the main game and with consequences in the main game but also separate and somewhat optional. As I stated in the God Powers thread:
"Why not make combat in Godus half way between real time in world and a mini game? For example, once in a while have a window pop up saying something like, "Threats and incursions have been reported on your eastern border. How would you like to respond? A.) these minor annoyances happen all the time. Ignore it! Or B.) I will brook no disrespect of my divinity! Send forth the troops! This is step one; giving the player the option to play at war or not. Hey, maybe the player is busy at work or school. If the player picks A nothing more happens. If the player picks B the engagement begins. The way I see it a "real world" segment of the realm would be a stake. Perhaps a piece the size of one of the beacon expansion zones. Possible the exact same expansion zone areas, why reprogram or rethink that? So, make it clear in some fashion the zone at stake (to lose or gain) and if the player gives the final okay to engage the enemy switch to the combat screen. The combat screen could easily consist of generic depictions of different terrain types. For example: mountainous/mining terrain, verdant/farmland terrain, desert or seashore terrain, etc.. I would use an overhead view quite similar to the original game here to keep a visual sense of continuity. I still like my idea of having Follower troops rally around one or two heroes who create "battle belief" which is completely apart from regular domain belief (see above). If the player and his/her Followers prevail in combat all that will be left of the enemy's (beacon of expansion) area ( in the real world) will be some ruins of the former dwellings devoid of any enemy tribe. Now the player can expand into the new territory. Meanwhile, players who chose A might see one or two Followers with arrows in them (for effect and to tie things together) but things basically continue as usual. But they cannot expand their territory. This is just the bare bones concept but I think it could work well. The specifics of the combat implementation could be discussed on this thread. To bring this full circle, God powers would be limited easily within the context of the separate semi mini game and separate belief meter used within it. If the player is so inept as to lose the battle, well, they lose a chunk of their original territory. Not for the faint of heart.
One more thought. You could grey out the area where the enemy was defeated and require players to work on a previously unreachable beacon in order to expand in to the new territory which is now devoid of enemies. In the meantime the player has a buffer against enemy incursions from that area of their domain."
It would also be nice if there was a cerebral, puzzle or expense workaround to expand into new territory without using the combat process. Perhaps it would be far slower but less risky. Or maybe it would be something as simple as paying a "ransom" in ore and wheat etc. to the belligerent tribe in order to get them to move on out of the territory so you can be left alone and also expand in to the new region. Some players might opt for combat on one occasion and paying a settlement to the warlike tribe when they're flush with resources.
As I mentioned in the God Powers thread there could be visual links between the combat game and the main game such as warlike tribesmen making cat calls and throwing things on the border in question within the main game.
With this kind of a solution there would be no need for various soldier "settlements" or any big changes within the game itself. If the player accepts the combat option he or she would simply see so many archers, so many foot soldiers, etc. arrayed before him ready to play the combat game against the enemy. They would look just like Followers but perhaps with tunics and weapons. You could simply delete as many as are lost from the general population. Players would simply, logically conclude the soldiers came from the general population.
Problems within the programming of the main game could be addressed separately and at your leisure, I would think. As long as the combat game really looks like the larger game but at a different height or angle people ought to respond to it as an extension of the same reality and not some silly mini game. Many other ideas could continue to be implemented over time in the larger game realm as are mentioned by several people here.
If for any reason this approach is not feasible please let me know and I won't spend any more time thinking about it or posting in regard to it.
Thanks for this thread.
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Deleted
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Post by Deleted on Jan 23, 2015 13:43:38 GMT
I think the original kickstarter concept of combat was perfect. Make a meaningful homeworld, where you can grow your people, plant acorn and beechnut trees, maybe meet some ai followers (combat in homeworld or assimilate without combat). You start with one follower type but can find others or get them through battles. A Game like Black and White only without Campaign in one world, maybe more than one homeworld. Different Types of Planets could have been added.
The other part of the game should have been the battles. Take some of your followers from homeworld, mayby some other ressources, and go to battles against ai or other players (on special battlefields or battleworlds). If you win you could get some resources, items (maybe tree seeds, decorative items, Technologys, followers, maybe you could try to convert some of your enemies followers, so they become yours.
It was the path they followed until Alpha, then the great revision came and we got what we have now - maybe they got problems on mobile devices (hosting multiplayer battles with EIGHT Players).
They even could have added more and more mini games from time to time, like the Lemmings style voyages ... endless replayability. Homeworld would have been the platform for many different Godus Games - with new additions every now and then.
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Post by hardly on Feb 13, 2015 20:16:41 GMT
I think the original kickstarter concept of combat was perfect. Make a meaningful homeworld, where you can grow your people, plant acorn and beechnut trees, maybe meet some ai followers (combat in homeworld or assimilate without combat). You start with one follower type but can find others or get them through battles. A Game like Black and White only without Campaign in one world, maybe more than one homeworld. Different Types of Planets could have been added.
The other part of the game should have been the battles. Take some of your followers from homeworld, mayby some other ressources, and go to battles against ai or other players (on special battlefields or battleworlds). If you win you could get some resources, items (maybe tree seeds, decorative items, Technologys, followers, maybe you could try to convert some of your enemies followers, so they become yours.
It was the path they followed until Alpha, then the great revision came and we got what we have now - maybe they got problems on mobile devices (hosting multiplayer battles with EIGHT Players).
They even could have added more and more mini games from time to time, like the Lemmings style voyages ... endless replayability. Homeworld would have been the platform for many different Godus Games - with new additions every now and then.
It should have been sandbox as you say. I still think it could survive without multiplayer as long as the creative/sandbox element was strong.
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Post by 13thGeneral on Feb 13, 2015 23:23:17 GMT
I think the original kickstarter concept of combat was perfect. Make a meaningful homeworld, where you can grow your people, plant acorn and beechnut trees, maybe meet some ai followers (combat in homeworld or assimilate without combat). You start with one follower type but can find others or get them through battles. A Game like Black and White only without Campaign in one world, maybe more than one homeworld. Different Types of Planets could have been added.
The other part of the game should have been the battles. Take some of your followers from homeworld, mayby some other ressources, and go to battles against ai or other players (on special battlefields or battleworlds). If you win you could get some resources, items (maybe tree seeds, decorative items, Technologys, followers, maybe you could try to convert some of your enemies followers, so they become yours.
It was the path they followed until Alpha, then the great revision came and we got what we have now - maybe they got problems on mobile devices (hosting multiplayer battles with EIGHT Players).
They even could have added more and more mini games from time to time, like the Lemmings style voyages ... endless replayability. Homeworld would have been the platform for many different Godus Games - with new additions every now and then.
It should have been sandbox as you say. I still think it could survive without multiplayer as long as the creative/sandbox element was strong. Agreed. I've suggested that, although multiplayer is essential for a more general mainstream appeal and fulfilling the "God of Gods" aspect, having also both strong single player and sandbox versions will give it more mass appeal, versatility, and longevity.
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Lord Ba'al
Supreme Deity
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Post by Lord Ba'al on Feb 20, 2015 11:57:42 GMT
So FuriousMoo, has/will the media shitstorm had/have any impact on your plans of having the community aid in the design?
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Post by Aynen on Feb 21, 2015 3:46:29 GMT
So FuriousMoo, has/will the media shitstorm had/have any impact on your plans of having the community aid in the design? Hmm, he builds bridges between this community and 22Cans with much requested honesty, and then this community uses that honesty against his own company, essentially shooting their own ally in the back to make a case against 22Cans. What do you think, does that have an impact? Burning your bridges is one thing, but then attempting to cross them afterward... *Rant over*
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Post by Spiderweb on Feb 21, 2015 6:54:37 GMT
So FuriousMoo, has/will the media shitstorm had/have any impact on your plans of having the community aid in the design? Hmm, he builds bridges between this community and 22Cans with much requested honesty, and then this community uses that honesty against his own company, essentially shooting their own ally in the back to make a case against 22Cans. What do you think, does that have an impact? Burning your bridges is one thing, but then attempting to cross them afterward... *Rant over* That maybe true but it wasn't us who wrote the articles or quotes. Moo also sounds busy, would be good to hear from him again, plus if we burned the bridges it hasn't stopped raspofabs interaction. Maybe he like to swim the rivers rather than cross the bridges "there be trolls under those bridges" It's fine, I'm still here. I haven't been punished or told to shut up or anything like that, it's just been super hectic with this media flurry. I'm not going anywhere and nothing has changed in terms of my involvement, if anything I'm feeling more positive.
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Post by 13thGeneral on Feb 22, 2015 3:10:12 GMT
So FuriousMoo, has/will the media shitstorm had/have any impact on your plans of having the community aid in the design? Hmm, he builds bridges between this community and 22Cans with much requested honesty, and then this community uses that honesty against his own company, essentially shooting their own ally in the back to make a case against 22Cans. What do you think, does that have an impact? Burning your bridges is one thing, but then attempting to cross them afterward... *Rant over* That maybe true but it wasn't us who wrote the articles or quotes. Moo also sounds busy, would be good to hear from him again, plus if we burned the bridges it hasn't stopped raspofabs interaction. Maybe he like to swim the rivers rather than cross the bridges "there be trolls under those bridges" It's fine, I'm still here. I haven't been punished or told to shut up or anything like that, it's just been super hectic with this media flurry. I'm not going anywhere and nothing has changed in terms of my involvement, if anything I'm feeling more positive. Generally I tend to agree with the sentiment that Aynen has posted, that is " Don't burn bridges first and then attempt to cross them.". In life, those that burn bridges are typically considered not worth the effort of reconciliation; to use another expression, “ You've made your bed, and now you'll have to lay in it.”. I've charred a few connections in my time, either by naivety or stupidity, and it's just a fact of life because, well, we're a very complex and flawed society of beings. However, that said, this situation is a little unique in it's context, and it would be remiss to infer that we (the community as a whole) have destroyed the trust of a singular individual (one Dev of many) out of unfairly directed spite for the company he's associated with is preposterous. It could be said that the above idioms are applicable to the way 22Cans, and or Peter, had treated the community on many occasions; many bridges were set aflame over the course of this project, often instigated by the developers. But let's not discuss the validness of that discourse right now, and instead focus on the task at hand – keeping them focused on the task at hand. I don't enjoy the predicament that the revelations becoming so vastly public has placed upon FuriousMoo's back, and wish there was another way it could have occurred; but, truthfully, it was just a matter of time. Perhaps it was better someone he knew, and could face or confront, than a random reader passing through – or an investigative reporter looking for meaty morsels to break wide open. Frankly, I'm surprised it took this long, and that Gmr Leon finally managed to get through to someone in the media. However, honestly, it was essential that word get out in order for things to change – or likely things would have stretched into perpetuity until Peter felt the heat was low enough to pull the plug, and call it “feature complete”. We likely (highly likely) we will never see the game we were hoping for, but at least there was some justice in getting the public to see what was going on, and open the discussion about developer accountability when utilizing money to make games (or any product) through crowd-funding and early access. It's time these things were pulled out and scrutinized, and force some reform to an imperfect system. We (just me?) really mean no ill will to those incredibly talented designers, programmer, producers, and countless other amazingly creative people behind on of our most beloved formats of entertainment. Keep up the amazing work, and we'll be out here in the trenches fighting the good fight. Hopefully, in the end, it was not only necessary, but a catalyst for potent change. {I hope that wasn't confusing, and I didn't contradict myself, or come off too arrogant. If so, just let me know; I'm a big boy. }
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