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Post by morsealworth on Sept 14, 2014 9:17:18 GMT
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Post by Danjal on Sept 14, 2014 10:04:00 GMT
I'd say that it comes down to preference more so than whether something is inherently "good" or "bad". Many will uphold Skyrim (or the Fallout and Elder Scrolls series in general) as great examples of RPG titles, that your freedom is what give the games their immersion. While others will say that the games feel unfinished, buggy and that the lack of a proper direction to pull you along takes away from the immersion.
Similarly, there are those that uphold titles such as Call of Duty and Battlefield as masterworks, because the constantly shifting nature of multiplayer requires the player to be on edge and anticipate the sometimes random actions of their opponents. While others will say that these titles get so boring because you are infinitely repeating the same maps with the same "basic strategy" over and over again.
And much like those games, F2P/mobile carries the same examples. While some will worship Candy Crush, Cookie Clicker and similar titles for their elegant simplicity and they will play them for hours, days, weeks and months on end. Others will get bored after one or two games and don't see the point at all.
Its not so much that the games are inherently good or bad, its more that good and bad are relative terms depending on your own perspective. Yes, I openly admit that I dislike mobile titles and the design that goes on behind most of them. I dispise the idea that game mechanics are hidden behind paywalls and that the game is gated with monetization in an attempt to wring money from the player. It directly detracts from the enjoyment such a game provides and often results in a detrimental effect to the game itself since the focus is on making more money rather than making a better game.
I'm of the opinion that a good game will inherently retain its players better. And with that retention automatically come more sales should you offer fair monetization. Just look at the Valve F2P titles. Heavy reliance on cosmetic monetization and a MASSIVE audience that plays it. Understanding that your non-paying audience directly benefits you aswell by providing a community for your paying audience is key to understanding and obtaining more revenue. Ignore your non-paying audience and your paying audience will eventually get bored and leave through the same door.
Good game design first - monetization as a layer around that. Your monetization gets adapted to your game. Rather than trying to adapt your game to the monetization.
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Post by Danjal on Sept 24, 2014 14:12:34 GMT
Is Godus Shovelware or not? - Relying on past reputation and brand/name (Peter Molyneux) recognition - check
- Cheap / freemium practices - check
- Relying on the quick cash grab rather than engaging gameplay? - check
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Post by Gmr Leon on Sept 26, 2014 6:16:17 GMT
Maaan. Am I nuts, or is Mazian really ridiculously technical about nearly every little post? I mean, don't get me wrong, I don't heavily disagree with the guy because they're fairly right on some points, but damn if they're not about as conversational as a brick through a window when you don't bother to directly address their all-important concerns. More problematic than that, however, is the willingness to sink any sort of discourse if you don't do so either, because you know, words and meanings and the great semantics game. Seriously though, whenever you have to bend over backwards over semantics of all things just to get them to engage in discussion, you know something's gotta give.
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Post by Danjal on Sept 26, 2014 11:34:16 GMT
Seems a bit of an odd one at times. Half the time I get the feeling that he changes his "stance" mid-discussion. Just to throw people off.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Sept 27, 2014 23:08:38 GMT
It seems one of the new god powers is "comet". Is this different from meteor or did they just change the name?
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Post by Danjal on Sept 27, 2014 23:45:39 GMT
I suspect that its a "smaller" or "bigger" version.
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Post by hardly on Oct 1, 2014 1:16:46 GMT
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Post by hardly on Oct 1, 2014 1:22:25 GMT
The truth is 22cans ditched the PC version for the mobile version about 11 months ago of samvt is to believed. The pc version as of today is a cheap port which was not what 22cans promised. The onus is on 22cans to address this not for us to kiss the boots and beg for them to treat us like we deserve. this community is remarkably patient, we don't expect it to be fixed overnight all we want is an active dialogue about how it can be fixed.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Oct 1, 2014 1:39:35 GMT
I agree, well put Danjal. I wish Aynen would stop trying so desperately to mould every forum discrepancy into a "couples therapy" session. It's insulting, and while it's obvious that kind of thing is on the forefront of his mind/psyche right now... this sordid affair is anything but. I feel bad for him that he wants so terribly to help the situation, but it feels like he's just obfuscating things with his whimsical suggestions and rose-tinted pleadings. Give us what you promised, or give us our money back (p.s. a watered-down cow clicker is not what you promised us). Simple. Edit: Oh, by the by. When anyone from 22cans mentions that we consider them being nefarious/evil/monsters etc etc and don't think they can get anything done because they assume we feel this way... Play by your own rules 22cans. Everything isn't black and white. I can feel like you are often times completely disingenuous, lie, and obfuscate facts without thinking you are total monsters. A good person can be coerced to toe a morally bankrupt company's line for many reasons.
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Post by hardly on Oct 1, 2014 2:23:19 GMT
85% of people would be happy if the game started to get better. Fix the balance, improve sculpting, fix the astari and start building in some really game mechanics and peoples opinion of 22cans and GODUS will increase over time. We aren't ogres, we just want a game that doesn't have obvious and intentional flaws.
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Post by Gmr Leon on Oct 1, 2014 3:07:51 GMT
85% of people would be happy if the game started to get better. Fix the balance, improve sculpting, fix the astari and start building in some really game mechanics and peoples opinion of 22cans and GODUS will increase over time. We aren't ogres, we just want a game that doesn't have obvious and intentional flaws. I think it says a lot that I read obvious as obnoxious, just kind of subconsciously recognizing obvious would have been almost superfluous to that description.
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Post by hardly on Oct 1, 2014 3:18:23 GMT
Well that's the strange reality we live in. Normally when there is an obvious flaw with a product there is no debate about what to do - you fix it. There is no way the iPhone 5 would not take calls and then Apple release the iPhone's 6,7,8 and 9 with the exact same issue. With godus we live in this alternate reality where everyone agrees feature A doesn't work but because of freemium ruling the development we keep getting subjected to it on release. 22cans great mistake was letting mobile influence the PC design.
This is why 22cans won't talk to us because if they did they'd have to admit that various features design decisions make no sense on GODUS PC but they aren't going to change them because mobile has a veto over the PC design.
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Post by bed on Oct 2, 2014 10:09:53 GMT
22Cans great mistake was using kickstarter to bankroll a freemium game, whether they intended to do so at the start or not - its what they did. That, and the fact that they seem to be inept at management and planning (and with so many game breaking bugs and regressions constantly, as a developer myself, I don't have faith in the quality of the code base).
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Post by Danjal on Oct 2, 2014 11:36:47 GMT
Star Citizen is Most Successful Crowdfunding Project Ever22cans could learn a thing or two from Chris Roberts and his studio. An industry legend much like Peter himself and one that didn't sell out in favor of a quick cash-grab. Moreover, one may argue that his plans and intentions for Star Citizen are atleast as, if not more ambitious than the Jupiter-Sized world plans for Godus ever were. Having reached $55million over the course of development (and being funded a mere month before Godus, with Star Citizen dated at 19 November and Godus 21 December 2012). Continued communications throughout and not even a functional playable game yet. Star Citizen has the Hangar Module functional where you can walk around and look at the ships you own, aswell as a dogfighting module in alpha/beta where the backers that paid for it can play skirmish-style dogfights. A clear sign that good communications, design and planning can function quite well to keep your audience satisfied without having to cater to their every whim or rush out updates haphazardly. Also a clear sign to indicate that most backers and supporters appreciate a little feedback once in a while. Rather than being stonewalled. Here's a particular bit that stands out to me however: - A game that won't be finished in a few weeks...
- Not being developed and funded like a 'normal game'.
- No publisher, no venture capitalist wanting a massive return in three years...
- No need to cram it all onto a disc and home they get it right...
- And on top of that "Needing to toss away the knowledge of the old world and embrace a new one."
Sounds like he's facing many of the same obstacles that Peter is facing. Perhaps we should introduce them to eachother, I'm sure that Peter can learn a thing or two from his fellow industry legend. Alternately, Peter can always do what Notch did with his cash-cow. Which is to sell it off into more capable hands than his own.
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Post by morsealworth on Oct 3, 2014 11:09:28 GMT
Did anyone try to contact Apple support about TOS violation? If no? I'd like to ask Danjal to do it. I trust you are strong enough to stay calm during the conversation without going berserk.
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Post by Danjal on Oct 3, 2014 14:37:39 GMT
I don't know if anyone has - though I seriously doubt that Apple will do a thing about it. Its all public façades - they'll just claim that regularly updating and adding content injections is 'normal' and not indicative of being in beta. *edit* Just came across this article. I think its a bit of "the future of Godus" if they hold true to their current path: "15-year-old kid spends €37000 on F2P game."
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Post by 13thGeneral on Oct 3, 2014 16:33:33 GMT
We have the distinct (dis)pleasure of witnessing this whole debacle from the beginning - so it's always interseting, as well as frustrating and a bit depressingly humorous, that with fresh blood, the cycle continues, and the same suggestions get repeated. As an example of our case in point; steamcommunity.com/app/232810/discussions/0/616189742784790257/It's just too heartbreaking to post in those threads anymore, or become "that guy" and become the defiler of the thread by informing them of the history. I really am super demoraliszed nowadays; trying to stay positive about Godus is exhausting, as is always being critical. I can't wait until Universim hits open beta...
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Post by Danjal on Oct 3, 2014 17:05:13 GMT
Same here, I eagerly await the development of Universim.
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Post by Gmr Leon on Oct 3, 2014 17:23:11 GMT
I much prefer keeping an eye on Limit Theory and Stonehearth myself. Very different genres, but they're slightly more into development than Universim. Albeit both are incredibly slow-going to watch, but that's understandable given the sizes of the respective teams probably being around 4 or 5 people each I'd guess. (Limit Theory's definitely one dude, but probably has two or three others doing some visuals/audio. Not sure about Stonehearth beyond the two guys.)
Edit: Also, Spire by Hitbox Team has me pretty excited, but it's more under wraps since it's not going with an Early Access/crowdfunded development approach.
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