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Post by Qetesh on Jan 9, 2015 21:01:22 GMT
My idea for Godus is to have an ability for the players to be able to customize their experience with either their brain, their brawn or a mixture of both or no combat at if they are not in the mood. As for as general game-play I would have more of Sims feel to my followers and so when I have trained or educated some followers to a certain level, I can now use them in forms of "contests" if I so choose.
One would be the brawn or by showing feats of power and strength and ultilizing my God power of destruction to do so, and also my strategic abilities for deciding ala Populous/Settlers Online which followers to train to go into that arena, how to equipt and arm them and how to place them and eventually send into battle. This aspect I care very little about but hordes of folks live for it.
Two would be more about the brain. If you have played Myst or Monkey Island then you would be familiar with searching for clues to progress to additional stages in the game. The more you progress the higher your deity would raise in the ranks. I would also like to bring up, this might be shocking, how Clue Finders ( a children's educational learning software) creates an environment where you are going about your normal game-play and then a puzzle or problem arises that if you solve it you move forward with leveling up. For example... I have been building up my villages, educating my followers and as they continue to farm, mine or explore they come across such a puzzle or problem to solve. This puzzle could be a trivia question, a logic question, a math problem, a mystery scenario to solve or something more complex as a full on mini game, similar to your voyages where have to do a mini quest like Monkey Islands discovering who stole the Villages Shovel of Fertile Earth in order to increase a towns speed of farm plots growth. As a way to increase game profitability but remaining non F2p play there is link to a cosmetic only store where you can purchase additional clues to some puzzles and quests, but never any answers or accelerators. In additional the store can offer a daily bonus question that would reward a small permanent feature or a large awesome feature for a limited amount of time. These rewards could also be relevant on up to date popular trending topic to keep the game fresh and interesting. The in-game puzzles and problems could also be adjusted to reflect day to day and seasonal global events, all PC of course. Much of the reason South Park is still around is because of this exact concept of always being on target and never stale. You could also involve the community in the design and path of the puzzles, problems and quests by running Polls monthly to see which direction is most preferred and what genres.
Third would be an option to include both destructive war like contest or combat but also have access to the puzzles, problems and mini quests.
Fourth is an opt out for all contests for those that just want pure zen, as PM calls it.
You would need to create a pre-game option or in-game user interface so that one day I can just go kick arse, the next I can abstain from combat and go the puzzle route and on third day I can do both and if I so choose on the fourth just puzzles and so on... This is just for my idea of how I would prefer to see contests in Godus and no real main general game-play pitches at all. I would say that if you do multi-player then it would be cool to battle your wits against others as well and also I would allow chat to discuss player opinions and strategies but I might refrain from PM to prevent cheating.
So that is my very basic thoughts but feel free to comment and such, I won't put any restrictions on this thread since this is not a DEV thread.
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Post by FuriousMoo on Jan 9, 2015 23:30:52 GMT
Would you not feel that references to real life events would be detrimental to immersion and the tone of the game? One of the many complaints we had about the voyages was it felt jarring and out of place.
I would also like to state outright that should I will never choose to put in any kind of money shop into the pc version period. If it ever happens it won't be anything to do with me.
I'm not keen on splitting the game into different modes, but I'm all for having both combat and puzzle challenges as objectives (both optional and not) within the main game worlds. Your proposal is a bit too high level to for me to respond to in terms of specifics, but puzzles are definitely worth pursuing. Can you think of any specific examples of puzzle challenges that could work within the main game world?
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Post by Spiderweb on Jan 10, 2015 7:55:39 GMT
Would you not feel that references to real life events would be detrimental to immersion and the tone of the game? One of the many complaints we had about the voyages was it felt jarring and out of place. I would also like to state outright that should I will never choose to put in any kind of money shop into the pc version period. If it ever happens it won't be anything to do with me. I'm not keen on splitting the game into different modes, but I'm all for having both combat and puzzle challenges as objectives (both optional and not) within the main game worlds. Your proposal is a bit too high level to for me to respond to in terms of specifics, but puzzles are definitely worth pursuing. Can you think of any specific examples of puzzle challenges that could work within the main game world? Don't mean to butt in but mini game/puzzle suggestions: Something to do with the music on collection that's all over the place and doesn't have any real use. Reward for manually collecting the tunes. A treasure hunt, chests open and give clues. To next location you have to sculpt to find each chest, with a large reward at the end or buried sculpture or ingame buffs. If you keep stickers, complete particular sets or combine them together to give special rewards. Like gem crafting in infinity blade, Or doodle god, getting the right sticker together produce unique stickers you can collect and show off or give ingame buffs. One peter suggested (in a video once), special followers (where's wally) randomly spawn, find them, kill them or boost them (kill "Larry lemming" by FoG over a cliff, or. "Mary meteor"-drop a meteor on her, "eddy currents "-kill by drowning for boost, "billy bolster"-boost him) for different rewards. Leap> Stats of number of times each has been killed/found (leader board).
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Post by Deleted on Jan 10, 2015 9:41:43 GMT
I think this was mentioned before by greater minds than I, but Godus seems like a dead ringer for a Marble Madness type mini/puzzle game.
Start off with a boulder at the top of a course/mountain. You have a limited amount of belief to sculpt a path for maximum carnage/points buy hitting targets/astari/buildings, etc. when you poke the boulder off the top. Add in a nudge feature you can use here and there and whammo, possibilities for a fun little isometric Rock of Ages-like mini game.
I'm assuming the coding for such a mini game would be a little too far our in left field to be feasible, but I still think it would be a charming, tongue-in-cheek addition to the game.
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Post by engarde on Jan 10, 2015 14:32:04 GMT
Was in game immersion a feature I'd not unlocked... how many gems was that...
In voyage terms they were always poor and became worse on every re-tread, oh and game destroyingly bugging - do you want the incident references... nothing like forced restarts to really immerse you in a game. At least the AI scripted offered some kind of hope, only to be taken almost immediately away.
Step 0 is still Godus needs a better statement of what its supposed to be, until we have that it will continue not to be brawn or nor brawn or nor both, but neither and nothing.
It needs to allow elements of both techniques but I've seen zero to suggest anything we've been told has true design in it. The fact that we cannot progress without unlcoking specific games elements i.e. for all my games I've never actually needed builders in a settlement, currently no game element demands them - also in my post astari threat world archers do nothing. Miner and farmers though I cannot unlock beacons with out unlocking them
What do I mean, well everytime I start up my android game it says no two worlds are the same, not but they are 100% the same until I change them within the train tracks allowed to me - so its a hair splitting description of difference. I can relatively easily make the same good or bad choices in my mobile versus pc game and get a very very similar world. The splash screen also tell me to sculpt to find stickers etc because that is the way to become powerful, so not max population etc.
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Post by Qetesh on Jan 10, 2015 15:05:57 GMT
I do not think it would feel out of place if done right. I think that long standing games like the Sims remain so because they are constantly evolving. As far as the real life references are concerned, I think this would also be as Overpromise brought up a great place for tongue in cheek humor, and humor is something that is sadly missing from the game. I loved the little people with an Elvis like disease in Theme Hospital. Just imagine you have given your followers a quest to get the answer on how to build a temple to pray for a fort night of good weather and when they find the "master of all knowing" is actually a little Stewie( maybe call him Stoney and live in a cave) like baby (from family guy) or the Easter Bunny or Cupid during those times of year. If you can fit a small piece of our real world into the larger world you create in Godus and make it somewhat funny then I think it would be cool. I am not suggesting have them run around with little laptops and mp3 players using "Whotube" and "Gotugram" that would be out of place, of course it would be cool if you ever progressed to a point with a time travel power for a limited time for a God. There are some things that could be merged like bee swarms from Populous being more similar to those tracker jackers from Hunger games and of course your leader of the enemy tribe could be a look a like to someone like Snooki or Beiber. I know all names would have to changed to prevent lawsuits but I think watching our followers partake of some I Cola ( short for Island Cola) would be relatable and fitting just as The Flintstones made some many adjustments to things like having a car but used their feet to power it...snicker snicker funny not knee slapping. I know you don't like idea of an in game store but perhaps an exterior site that offers cosmetic features and skins. This way the player can customize their world more to their personal preferences but they don't have at all if they choose not to, if they don't want, they never have to go there once or they can go daily for a try at a free daily trivia reward, these btw would be a bit hard and no clues for sale(you would have to earn that reward). When I played WOW I never went to their store page, and never found it detrimental for not doing so. I would love to be able to put up decorations for holidays on my island, I used to do so on my island in Settlers whenever they available and really don't most real humans do that if you wish to humanize the followers? One specific type of puzzle could be to have my miners digging along and run into a series of challenges in order to get past a blockade of inpenetrable material. They are initally notified by a Dino like creature of the rules they need to follow and the rewards they will receive or you could not tell a specific reward and leave it a mystery, and this is a great time to add some back story into some creative canon and lore for your world in Godus that players have been screaming for. Off they go on their journey to find the Axe of Zeus (Super strength for one follower)or the Belt of Orion (perfect fitness for one follower) and come across everyone from the guy in Castaway look a like to Captain Sparrow look a like to take from one part of the cave to another. One trial could be to answer 5 out of 10 trivia questions, another would be to do a short version of name that tune, their could be some hangman thrown in, a mini cross word puzzle or a math logic questions...theirs a billion type of puzzles if you just google you come up with something this. www.brainbashers.com/showpuzzles.asp?page=1&formpost=Y&d1=Y&d2=Y&d3=YAs I said before I would ask your players in a rolling format which ones wet their taste buds, and I apologize I am better at playing puzzles than creating them but I would be willing to bet plenty of members here might have some amazing input to add.
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Lord Ba'al
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Post by Lord Ba'al on Jan 10, 2015 15:29:03 GMT
Okay, so I was reading this thread earlier today and for some reason it inspired me to start typing up a post. Somewhere along the line of typing it up I lost track of where I was going but because I typed up quite a bit I thought it would be a shame not to post it, so here goes.
Accomplishment
One thing that a lot of games have in common is that people who play them can derive pleasure from achieving some form of accomplishment. The sense of achieving a goal appeals to our human nature and makes playing a game worthwile and rewarding. Accomplishments can come in many forms.
Perhaps the most basic form is that of simply completing a task. Take the game of Patience for example. Every time you play Patience the goal is exactly the same and so are the basic setup and rules to follow along the way. The only thing that is different every time is the way the cards are laid out at the start. Despite the simplistic nature of the game there are many people who play it, whether it is to relax a little bit or to simply pass some time. When the goal is achieved an amount of pleasure is derived however small the sense of accomplishment might be for a player.
Another way to achieve pleasure from completing a task is by doing so by spending the least amount of time possible. As far as gaming is concerned this brings along an aspect of competition. A player could after all compare his results with those of other players to see who was able to complete the task the quickest, thus experiencing a sense of superiority. Even if there are no other players involved a player could still derive pleasure by attempting to beat his own personal best time. There are many games that are based on this principle, the first one that springs to mind is the rather simplistic Minesweeper.
A type of gaming accomplishment that is very similar to the one I just described is the one where the goal is to complete a task while attempting to gain the highest score possible. As with the time aspect the score aspect can be used to either compare results with other players or to attempt to beat one's personal best score. Again there are many games based on this principle, I don't think I really need to give an example.
A third type of game which is very similar to the previous two types is that where the accomplishment of a player is measure in levels. Whenever a player completes a level they are taken to a new level which offers the same gameplay but with a higher degree of difficulty. Take Tetris for example. The longer you manage to "stay alive" while playing it, the faster the bricks start tumbling down making it increasingly difficult to keep completing the task at hand.
Another way in which a player can derive satisfaction from a game is from the idea of achieving a goal by having to spend a lot of time on something. I will give the example of building a table. When you are building a table with your own hands and tools and shaping it and finishing it exactly to your liking might take you a week of hard work and patience, possibly even suffering an injury along the way, but in the end the result of the journey is rewarding. This same table could probably have been produced by a machine or in a factory or even simply bought in a store, but no pleasure would have been derived from it. Of course building a table is not a game. However, when I think for example of a game like A-Train by Maxis the aspect of having to spend a lot of time to achieve a goal is definitely present. The game consists mostly of a simulation that runs itself. At the start of the game the player sets up some basic parameters by laying down tracks and placing train stations and after that most of the time would be spend on waiting for a city to sprawl around the layout that was constructed by the player. From there on the player would now and then develop additions or change the way the trains run according to the way the simulation pans out or perhaps because that had already been the player's plan from the very start before even a single piece of track was laid down. Of course there is an aspect of strategy involved because simply plopping down tracks and stations randomly is unlikely to lead to a viable sustainable simulation, especially since there is a certain cash flow involved. The core of this game however remains that a player has to spend a lot of time waiting for their plans to (hopefully) come to fruition. Personally I find the idea of achieving a goal by having to spend a lot of time on something very rewarding.
Some people find it pleasurable to simply create something and compare their creations with those of others. This does not necessarily mean there is a sense of competition involved. The pleasure would be derived by following one's inspiration and seeing where it leads. Sharing the end result with other people and seeing what other people have themselves created can bring satisfaction to all parties involved and lead to people inspiring each other with their ideas and concepts. On top of this a person would derive a sense of being part of a community of like-minded people. I don't have any example in particular regarding a game where such a community exists but I could imagine that games such as Sim City could develop these types of communities around them.
Another type of game from which people derive satisfaction is the sort that has an intellectual aspect. This is where quizzes and game shows come to mind. Players derive pleasure by testing their knowledge regarding various topics whether they are measuring their results only to their own perceived standards or they are comparing them with the results of other players. There aren't too many computer games which rely on this concept but they are out there nonetheless.
Similar to yet different from the aspect of intellectuality is that of intelligence. Where intellectuality is based solely on knowledge, intelligence is based on both knowledge and the ability to use that knowledge to an advantage. This is where the category of puzzle games fits in. Puzzle games come in many shapes and forms. The first example that comes to mind (although there are probably better ones) is Portal in which the player has to use and combine various objects in various ways in order to be able to progress.
People can also derive pleasure from the sense of being adventureous. For example by setting off to explore uncharted lands. A game that perhaps best uses this concept to its advantage despite not actually being an adventure game is Civilization. With every new game of Civilization the player will have to explore the uncharted lands in order to find appropriate spots to place settlements or to find hidden bonuses and the map is different every time. The idea of not knowing what you are going to find brings excitement. Adventure games also deliver the sense of going on an adventure, often in the form of a quest, however usually these games are static in the sense that they are exactly the same no matter how many times you play them. This doesn't mean though that they can't still be fun to play even when you have completed them before. Monkey Island for the win.
I'm sure there are other ways in which people derive pleasure from playing games but here is where I sort of lost track of what I was doing so I'll just leave it here and perhaps later on I'll find more inspiration. Or perhaps other people can add to this.
I haven't even really touched on multiplayer gaming and such so there is a whole lot which can be discussed or analyzed there. Also there are other ways in which people get pleasure from games that have nothing to do with accomplishments, such as for example role playing, which I haven't touched upon.
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lexihel
Hesitator
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Post by lexihel on Jan 11, 2015 16:38:07 GMT
Another way in which a player can derive satisfaction from a game is from the idea of achieving a goal by having to spend a lot of time on something. I will give the example of building a table. When you are building a table with your own hands and tools and shaping it and finishing it exactly to your liking might take you a week of hard work and patience, possibly even suffering an injury along the way, but in the end the result of the journey is rewarding. This same table could probably have been produced by a machine or in a factory or even simply bought in a store, but no pleasure would have been derived from it. Of course building a table is not a game. However, when I think for example of a game like A-Train by Maxis the aspect of having to spend a lot of time to achieve a goal is definitely present. The game consists mostly of a simulation that runs itself. At the start of the game the player sets up some basic parameters by laying down tracks and placing train stations and after that most of the time would be spend on waiting for a city to sprawl around the layout that was constructed by the player. From there on the player would now and then develop additions or change the way the trains run according to the way the simulation pans out or perhaps because that had already been the player's plan from the very start before even a single piece of track was laid down. Of course there is an aspect of strategy involved because simply plopping down tracks and stations randomly is unlikely to lead to a viable sustainable simulation, especially since there is a certain cash flow involved. The core of this game however remains that a player has to spend a lot of time waiting for their plans to (hopefully) come to fruition. Personally I find the idea of achieving a goal by having to spend a lot of time on something very rewarding. Some people find it pleasurable to simply create something and compare their creations with those of others. This does not necessarily mean there is a sense of competition involved. The pleasure would be derived by following one's inspiration and seeing where it leads. Sharing the end result with other people and seeing what other people have themselves created can bring satisfaction to all parties involved and lead to people inspiring each other with their ideas and concepts. On top of this a person would derive a sense of being part of a community of like-minded people. I don't have any example in particular regarding a game where such a community exists but I could imagine that games such as Sim City could develop these types of communities around them. People can also derive pleasure from the sense of being adventureous. For example by setting off to explore uncharted lands. A game that perhaps best uses this concept to its advantage despite not actually being an adventure game is Civilization. With every new game of Civilization the player will have to explore the uncharted lands in order to find appropriate spots to place settlements or to find hidden bonuses and the map is different every time. The idea of not knowing what you are going to find brings excitement. Adventure games also deliver the sense of going on an adventure, often in the form of a quest, however usually these games are static in the sense that they are exactly the same no matter how many times you play them. This doesn't mean though that they can't still be fun to play even when you have completed them before. Monkey Island for the win. I can give you a great example of communities creating for the sharing pleasure: Minecraft! I even created a small custom server in one of my computers where only my family members can play, there's no interaction with the rest of the world. Still, when one of my cousins succesfully created a "train circuit" with automated stations and what not, he was so eager to share it that he couldn't stop messaging me "hop online, come to your server ASAP" -"But I'm working!" -"Who cares, come freaking online, I've been working for three days nonstop for this to work!". So there are two examples of three of the things you mentioned. Reward for being adventurous (no creative mode enabled, my cousin had to gather all of the resources and materials from the minecraft world), for spending time in a task (the whole weekend working on building) and just sharing his creation (he wasn't completely happy until he gave me a tour of his creation while telling me about the details on skype). Aaaaand that's what I think Godus should be, and the reason why I think spending time in combat right now is not the way to go. It is kind of a challenge I guess to reimagine Godus like that right now but, would be possible. First we would have a procedurally generated world, a big, but not endless one. We have the same Powers and a few more, Meteor, Finger of God, where's the tornado?, EARTHQUAKE! And we start guiding our followers to build the kind of world we would want, we could create mines, rivers, seas, plains, hills, and inspire them to build a civilization according to our "dream". We like it, we can beautify it, we don't, we can just blow it off! When we're kinda bored or just displeased with what our followers have done, we could send an earthquake or tornado that would partially transform the world so the followers can rebuild. The community value could come in a sort of "simple" (I know there's not a real "simple" thing when it comes to multiplayer) multiplayer feature that allowed us to share needed resources between players and tour them through our world. No further interaction required. It could even take the multiplayer interaction one step further and allow for ONE and only ONE power to be used in a neighbouring world, which would present a new challenge to the world owner, sure it could bother him/her a little, but in the long run it would keep the game interactive and interesting through time.
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Post by militairensneuvelen on Jan 14, 2015 9:19:44 GMT
Okay, so I was reading this thread earlier today and for some reason it inspired me to start typing up a post. Somewhere along the line of typing it up I lost track of where I was going but because I typed up quite a bit I thought it would be a shame not to post it, so here goes. AccomplishmentOne thing that a lot of games have in common is that people who play them can derive pleasure from achieving some form of accomplishment. The sense of achieving a goal appeals to our human nature and makes playing a game worthwile and rewarding. Accomplishments can come in many forms. Perhaps the most basic form is that of simply completing a task. Take the game of Patience for example. Every time you play Patience the goal is exactly the same and so are the basic setup and rules to follow along the way. The only thing that is different every time is the way the cards are laid out at the start. Despite the simplistic nature of the game there are many people who play it, whether it is to relax a little bit or to simply pass some time. When the goal is achieved an amount of pleasure is derived however small the sense of accomplishment might be for a player. Another way to achieve pleasure from completing a task is by doing so by spending the least amount of time possible. As far as gaming is concerned this brings along an aspect of competition. A player could after all compare his results with those of other players to see who was able to complete the task the quickest, thus experiencing a sense of superiority. Even if there are no other players involved a player could still derive pleasure by attempting to beat his own personal best time. There are many games that are based on this principle, the first one that springs to mind is the rather simplistic Minesweeper. A type of gaming accomplishment that is very similar to the one I just described is the one where the goal is to complete a task while attempting to gain the highest score possible. As with the time aspect the score aspect can be used to either compare results with other players or to attempt to beat one's personal best score. Again there are many games based on this principle, I don't think I really need to give an example. A third type of game which is very similar to the previous two types is that where the accomplishment of a player is measure in levels. Whenever a player completes a level they are taken to a new level which offers the same gameplay but with a higher degree of difficulty. Take Tetris for example. The longer you manage to "stay alive" while playing it, the faster the bricks start tumbling down making it increasingly difficult to keep completing the task at hand. Another way in which a player can derive satisfaction from a game is from the idea of achieving a goal by having to spend a lot of time on something. I will give the example of building a table. When you are building a table with your own hands and tools and shaping it and finishing it exactly to your liking might take you a week of hard work and patience, possibly even suffering an injury along the way, but in the end the result of the journey is rewarding. This same table could probably have been produced by a machine or in a factory or even simply bought in a store, but no pleasure would have been derived from it. Of course building a table is not a game. However, when I think for example of a game like A-Train by Maxis the aspect of having to spend a lot of time to achieve a goal is definitely present. The game consists mostly of a simulation that runs itself. At the start of the game the player sets up some basic parameters by laying down tracks and placing train stations and after that most of the time would be spend on waiting for a city to sprawl around the layout that was constructed by the player. From there on the player would now and then develop additions or change the way the trains run according to the way the simulation pans out or perhaps because that had already been the player's plan from the very start before even a single piece of track was laid down. Of course there is an aspect of strategy involved because simply plopping down tracks and stations randomly is unlikely to lead to a viable sustainable simulation, especially since there is a certain cash flow involved. The core of this game however remains that a player has to spend a lot of time waiting for their plans to (hopefully) come to fruition. Personally I find the idea of achieving a goal by having to spend a lot of time on something very rewarding. Some people find it pleasurable to simply create something and compare their creations with those of others. This does not necessarily mean there is a sense of competition involved. The pleasure would be derived by following one's inspiration and seeing where it leads. Sharing the end result with other people and seeing what other people have themselves created can bring satisfaction to all parties involved and lead to people inspiring each other with their ideas and concepts. On top of this a person would derive a sense of being part of a community of like-minded people. I don't have any example in particular regarding a game where such a community exists but I could imagine that games such as Sim City could develop these types of communities around them. Another type of game from which people derive satisfaction is the sort that has an intellectual aspect. This is where quizzes and game shows come to mind. Players derive pleasure by testing their knowledge regarding various topics whether they are measuring their results only to their own perceived standards or they are comparing them with the results of other players. There aren't too many computer games which rely on this concept but they are out there nonetheless. Similar to yet different from the aspect of intellectuality is that of intelligence. Where intellectuality is based solely on knowledge, intelligence is based on both knowledge and the ability to use that knowledge to an advantage. This is where the category of puzzle games fits in. Puzzle games come in many shapes and forms. The first example that comes to mind (although there are probably better ones) is Portal in which the player has to use and combine various objects in various ways in order to be able to progress. People can also derive pleasure from the sense of being adventureous. For example by setting off to explore uncharted lands. A game that perhaps best uses this concept to its advantage despite not actually being an adventure game is Civilization. With every new game of Civilization the player will have to explore the uncharted lands in order to find appropriate spots to place settlements or to find hidden bonuses and the map is different every time. The idea of not knowing what you are going to find brings excitement. Adventure games also deliver the sense of going on an adventure, often in the form of a quest, however usually these games are static in the sense that they are exactly the same no matter how many times you play them. This doesn't mean though that they can't still be fun to play even when you have completed them before. Monkey Island for the win. I'm sure there are other ways in which people derive pleasure from playing games but here is where I sort of lost track of what I was doing so I'll just leave it here and perhaps later on I'll find more inspiration. Or perhaps other people can add to this. I haven't even really touched on multiplayer gaming and such so there is a whole lot which can be discussed or analyzed there. Also there are other ways in which people get pleasure from games that have nothing to do with accomplishments, such as for example role playing, which I haven't touched upon. Do you even realize how much of this post reflects how I see "Happiness" and "Belief generation" should work in Godus.....? Just change "Player" into "Follower" and the names of the games you mention into specific tasks in Godus. When a Follower finishes a task, he/she gains "Accomplishment" (often used as a standard for happiness in the really real world, so why not in Godus) And what if we also incorporated "worship" into this story. Thank the God(s) for being able to finish/accomplish a certain task etc. So, a Follower finishes a task, goes to <insertplaceofworshiphere> and God receives "Belief" (Ok, this is not how suggestions should be made, technically, but I think it is a logical approach to "Belief", "Worship" and lives of Followers etc.)
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Post by Qetesh on Jan 14, 2015 10:58:47 GMT
I could not disagree more. There is no brain power needed for a clicking mechanic of happiness or belief at all. They are F2p mechanics that don't belong in any non F2p PC God game.
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lexihel
Hesitator
I'm a two hit wonder now? xD
Posts: 6
I like: Videogames, writing, languages, dogs, tech.
I don't like: Dishwashing, awkward silence, people who's always complaining, my boss xD
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Post by lexihel on Jan 17, 2015 18:34:58 GMT
I could not disagree more. There is no brain power needed for a clicking mechanic of happiness or belief at all. They are F2p mechanics that don't belong in any non F2p PC God game. Who do you disagree with?
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Post by Qetesh on Jan 17, 2015 19:48:39 GMT
I could not disagree more. There is no brain power needed for a clicking mechanic of happiness or belief at all. They are F2p mechanics that don't belong in any non F2p PC God game. Who do you disagree with? Sorry, that was for the poster above me.
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Post by militairensneuvelen on Jan 18, 2015 9:10:44 GMT
Who do you disagree with? Sorry, that was for the poster above me. I apologize for going off-topic and making a confusing post. It had very little to do with "how to approach Godus, play style wise" What I was referring to had more to do with follower mechanics and belief generation than anything else (Accomplishment is what drives real people, my idea would be to use accomplishments in Godus as well. The player should get power (belief) because his followers are able to finish tasks etc. and not based on his "type of home") Again, I'm sorry....
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Post by Qetesh on Jan 18, 2015 15:51:34 GMT
Sorry, that was for the poster above me. I apologize for going off-topic and making a confusing post. It had very little to do with "how to approach Godus, play style wise" What I was referring to had more to do with follower mechanics and belief generation than anything else (Accomplishment is what drives real people, my idea would be to use accomplishments in Godus as well. The player should get power (belief) because his followers are able to finish tasks etc. and not based on his "type of home") Again, I'm sorry.... It's Np. I am just truly adverse to any F2p mechanics in PC at all. Belief collection and Happiness clicking are just that. An accomplishment to me is one you earn by hard work, and I don't consider clicking and swiping as such. A monkey could be trained to do that, so I would prefer more of an Cesaer monkey skill level than a an average zoo monkey. I come back to using your mind and not just rewards for daily chores, also a F2p mechanic, which creates a punishment arena but losing the reward for daily play and I prefer to have think and strategize versus mundane tasks.
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Post by militairensneuvelen on Jan 18, 2015 20:24:29 GMT
I apologize for going off-topic and making a confusing post. It had very little to do with "how to approach Godus, play style wise" What I was referring to had more to do with follower mechanics and belief generation than anything else (Accomplishment is what drives real people, my idea would be to use accomplishments in Godus as well. The player should get power (belief) because his followers are able to finish tasks etc. and not based on his "type of home") Again, I'm sorry.... It's Np. I am just truly adverse to any F2p mechanics in PC at all. Belief collection and Happiness clicking are just that. An accomplishment to me is one you earn by hard work, and I don't consider clicking and swiping as such. A monkey could be trained to do that, so I would prefer more of an Cesaer monkey skill level than a an average zoo monkey. I come back to using your mind and not just rewards for daily chores, also a F2p mechanic, which creates a punishment arena but losing the reward for daily play and I prefer to have think and strategize versus mundane tasks. It should be something the AI/followers should be doing themselves. eat/drink/sleep, then do chores (like farming/mining etc.). Fulfilling those chores = accomplishment = belief generation. If the player would be needed to arrange the required resources (like the different trees and rocks I talk about in this post godus.boards.net/post/14549 ) and the AI goes their own way. Maybe too complicated....
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Post by Qetesh on Jan 18, 2015 20:36:49 GMT
It's Np. I am just truly adverse to any F2p mechanics in PC at all. Belief collection and Happiness clicking are just that. An accomplishment to me is one you earn by hard work, and I don't consider clicking and swiping as such. A monkey could be trained to do that, so I would prefer more of an Cesaer monkey skill level than a an average zoo monkey. I come back to using your mind and not just rewards for daily chores, also a F2p mechanic, which creates a punishment arena but losing the reward for daily play and I prefer to have think and strategize versus mundane tasks. It should be something the AI/followers should be doing themselves. eat/drink/sleep, then do chores (like farming/mining etc.). Fulfilling those chores = accomplishment = belief generation. If the player would be needed to arrange the required resources (like the different trees and rocks I talk about in this post godus.boards.net/post/14549 ) and the AI goes their own way. Maybe too complicated.... I am more concerned with my followers than any AI ones. I also don't want to have to "collect" anything, it should just build. I am a God, not a mailman. My accomplishment would be how I form what is to be my world and how I progress my followers.
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Post by 13thGeneral on Jan 18, 2015 22:13:05 GMT
I guess this does prove that players have vastly differing ideas of what Godus would/should/could have been.
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Post by Spiderweb on Jan 19, 2015 7:29:29 GMT
Godus was never going to please everyone.
I think mine craft has the model right with its different modes of play. That fits the God game.
I'd have
Zen mode - (sandbox) play and sculpt till your heart content in a randomly generated cheap belief world.
Challenge mode - hello Astari.
Conquest mode - goodbye Astari. Edit: remove Astari from Homeworld = zen world.
no raids in weyworld = challenge world
New random world + raiding skirmish etc = conquest world.
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Post by militairensneuvelen on Jan 19, 2015 8:02:29 GMT
It should be something the AI/followers should be doing themselves. eat/drink/sleep, then do chores (like farming/mining etc.). Fulfilling those chores = accomplishment = belief generation. If the player would be needed to arrange the required resources (like the different trees and rocks I talk about in this post godus.boards.net/post/14549 ) and the AI goes their own way. Maybe too complicated.... I am more concerned with my followers than any AI ones. I also don't want to have to "collect" anything, it should just build. I am a God, not a mailman. My accomplishment would be how I form what is to be my world and how I progress my followers. Wires are not getting uncrossed here. At all... Followers = AI as well... In my Godus world, I will not be ordering Followers around AT ALL. They should do whatever lifeforms do. Live their own daily lives (eat/drink/work (and ONLY work on the Farm/Mine/Build/Worship AFTER eating/drinking/resting) They should have needs (which they fulfill ALL ON THEIR OWN), the player makes sure our followers can get to the resources required) The player should plant apple trees, let the river flow next to their abode, etc. P.S. I never mentioned belief COLLECTION (I said belief generation. And the player having to collect belief him/herself is one of weirdest mechanics in godus...fwiw) I don't want to order single followers around. They should do their own thing. They should be doing stuff for themselves (eat/drink/sleep) and after that, they work for the player (by finishing whatever chores they do the player (chores = Farmers farm, miners mine etc.). Chores our followers do, do not equal chores for the player.... (a.k.a. f2p mechanics) ever... The main thing is that the player DOES NOT CONTROL followers AT ALL. (like in Majesty: Kingdom simulator) The player only provides the resources (like trees, rocks, rivers. And the player digs to make buildable terrain) That's all. No clicking on abodes for belief collection (should just work like 99% of all other God games... that should go automatic) Anyway. I apologize again...
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Post by morsealworth on Jan 19, 2015 9:07:34 GMT
Speaking of Majesty. The system of tasks used there is way better than any of Totem or leashing mechanic iterations. You really should have a look.
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