Godus
Godus - the waiting game
Is it just me or is anyone else feeling like the game is too much like those browser strategy games (travian, grepolis, etc) where you come back to check in 15 or 30 minutes for progress? I got to the stage where the game tells me to build a settlement which costs 2k in belief, but my followers take more than 10 minutes to generate small quantities of belief per house built turning this into a waiting game
Отредактировано Angry; 12 мар. 2014 г. в 8:43
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Автор сообщения: Alt-F4
This game is a prime example of what happens when a dev surrounds himself with sycophants.

Someone at some point had to say, Peter this game is pure ♥♥♥♥, you should rehtink this. I guess they all just wanted to keep getting a paycheck.

I think you've nailed it. Everyone at the studio appears to be some kind of student, primarily motivated by the ability to put "worked with Peter Molyneux" on their CV after the kickstarter money runs out.
Автор сообщения: Bomoo
Yes, this still feels like some zynga/ipad trash. Pretty trash, but trash none the less. There is nothing "Zen-like" about a game being unengaging and designed to steal money from fools and children. If I felt any confidence in Mr. Molyneux's game design ability before playing Godus, it would have evaporated.
Call me a fool but I see what Molyneux says is "Zen-like" in Godus.
That doesn't make it good but not as bad as you say.
Is it possible to hack the game so that stuff costs less belief, or you generate more belief? Some number i can change in some file somewhere?
I think it is possible since we saw Peter doing it when he streamed it, but not sure if we have access...
Автор сообщения: SWK
Is it possible to hack the game so that stuff costs less belief, or you generate more belief? Some number i can change in some file somewhere?

There are already guides for using cheatengine. But that's, well, actually cheating and not "fixing" the balance.

I really doubt they will offer an ini.txt file where you can change costs of things or 22cans will encourage any mods. Thats contra-productive for a game that wants you to buy microtransactions.

Maybe people find a way nontheless, though.
Отредактировано Olaf Siegbrecht; 13 мар. 2014 г. в 14:11
It's official now. Peter Molyneux has gone to the dark side. Selling us vicious f2p mechanics in a pay2play game.

What the hell is this? And what was that playtesting for? You can't play the game unless you just stare at the damn screen. Is this what they have done? Were they on valium?

Ugh, the thing is, the second I read PM explaining what a good freemium title is, while bashing Dungeon Keeper, the absolute worst f2p game in a long time, I knew something is coming. You don't want to just put stuff out there. You have to sensibilize people in advance.

Freemium is good, freemium is free. mmhhh

And there it is. Godus, 2% god, 98% waiting.

TLDR;
Turn the building times down!
Автор сообщения: SplitterWind
i really dont understand how people would support a guy who made fable...it was horrible, and as the series progressed it got only worste....

I only know the first fable, which was good. (really not great, far away from what he promised, but good).

It also received mostly positive critics:

http://www.metacritic.com/game/pc/fable-the-lost-chapters

but this guy always promises alot and delivers little....

True, but even though his games had none of the nonsense he promised, they were still "good" and at least interesting. Especially his god games. I liked black and white just because it was quite unique and populus is a classic.

Since there aren't many modern god games, even a "good" god game could be fun if you like that genre.

And he is the father of this genre. Peter Molonyeux creating a god game that is publicly tested from the very alpha sounds like a good idea....

I guess no one who supported him expected a mobile game that will probably end up relying heavily on microtransactions...
reviews dont really matter much when most of your games are in all honesty avarage, they dont stand out in pretty much any way, and the best stuff in his games arent even his creation but other peoples work..... its his own fault, hes a liar....he promises things to sell his stuff... if you are not a programmer, dont promise stuff that no one can do......

i really would like to feel for the guy because in interviews he seems like a really nice guy, but he is talking so much ♥♥♥♥♥♥♥♥ for years now that you have to look the truth in the eye, and just admit it that hes a salesman who lies to your face and promises stuff he himself knows wont be in his games.

a few years from now you will watch an interview where he tells an anecdote about this game, promising that his next game will be everything he promised before.....just like every time... except that every new game is worste than the last......i bet his next game will be about you not playing at all, his next game will play itself.....you dont even need to tap...or click.

i think it is most likely that PM is desperately looking for a new source of cash to keep this afloat. This started on Kickstarter... and then went to Early Access, Suspision rose when it went into beta-game-sale... and now...

the current build seems like it is completely reared towards a free to play model to be introduced to mobile markets. And i believe the reason is because they need to make it easily monetizable to bring in quick cash.

This is very obvious because of the following things:

The pacing of the game is absolutely not designed for a PC gamer. It is slow, there is alot of waiting. This accomodates the oppertunity to accelerate the process with money. Or just wait. As is normal for free-to-play mobile games.


Additionally, the swf files within the game folder hint towards a shop with buyable cards and stickers. An in game currency of some sort.

I think the paradigm of this whole project has shifted completely. It is not to create a PC game that can then be translated onto other platforms anymore as was suggested by the kickstarter. It is now all about making money from the mobile market to prop up the mistakes that were made when they tried and failed to stick to their original promise.

Отредактировано liviorazlo92; 13 мар. 2014 г. в 18:15
Why are people always saying that the timers are f2p again you guys should never ever play any rts then cause you have to wait for resources there too doh.

As for the files its apperent that the game is developed using MARMELADE SDK that is a MULTI PLATTFORM SOFTWARE DEVELOPMENT KIT. Of course the files regarding mobile are in there when the buildbot of marmelade is providing them.
RTS have never had 15:00 long timers to build buildings, or 3 hour long build times to unlock tech, or 15:00 long times to get your primary resource. As it stands, the timers are just too long, and as such are just unfitting for a PC title.

keyalha then it begs the question why did they use a multiplatform SDK for a game that was funded and should be being tested for PC? It hints that they can make the game open to mobile markets, and since the game already has tons of swiping and tapping that already work rather nicely on tablet, it isn't far fetched to assume so.

22cans could in the end never make the game for tablets, but then we would have a PC game with tablet UI, controls and mechanics, and that just would feel weird.
This game is soooo boring waiting for belief and progress. This ain't a PC game it should be a free to play browser game.
Games like Starcraft 2 know that you can't delay the player from doing stuff, that's why it's a demanding sport and not a waiting game. Dungeon Keeper 1/2 never had these problems, nor did the Populus games or black and white - you could always DO something.

Scrap all the waiting and add more stuff to do, otherwise, what the hell is the point of being a god if you can't continously create and manage stuff.
Godus, PM ='s God, us ='s we, the players sitting around with nothing to do while the game bores us to death. Ergo the name is missing the hyphen, it's God-us.
Отредактировано Excitable Boy; 14 мар. 2014 г. в 0:07
Waiting time are ridiculous ! I understand maybe high level abodes, but nowe can't even get to them because stickers are grindy grindy grind and not enough anyway.

Tip: slow down breeding instead of slowing down building and belief generating to a crawl, if you must keep the slow pace
keyalha: Most people here played many RTS, building games and simulations. The players know what they want. The players know how other games handle things.

Timers are not F2P. There are many other games with indirect timers outside. But the big difference- You can speed things up by providing additional ingame resources you can gather in a normal way without limitations. OR you can simply speed up the game speed or pause the game. Godus demands waiting to strech gameplay. Why? Because Peter Molyneux said it several times. "A game has to be developed as a free 2 play game from the beginning. You can not add free 2 play aspects later. They have to be built into the core systems of the game." Voila...

EDITED:
http://www.theguardian.com/technology/appsblog/2013/apr/18/peter-molyneux-godus-curiosity

Автор сообщения: Peter Molyneux @ Guardian
"If you think of console games as the equivalent of films – you go to the cinema, you watch it, consume it, you're done with it – that's what I think console games are like," he said.

"I think free-to-play games are more like TV series. You watch a TV series for half an hour or 40 minutes, wait for a period of time then watch another one. That's more like what free-to-play is."

Molyneux noted that just as TV shows are crafted around that mode of consumption – end-of-episode cliffhangers being one example – the best free-to-play games must be structured around the habits of their players.

There's a downside, though. Molyneux criticised (while not naming) "some bad examples of people trying to squeeze more money out of consumers" with free-to-play titles, or by slapping in-app purchases into games not originally designed for that purpose.

"You can't introduce free-to-play mechanics to a title six months after it's released," he said. "It's got to be part of the design. It can't just be crammed in there later on."
Отредактировано Kerby84; 14 мар. 2014 г. в 3:44
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Дата создания: 12 мар. 2014 г. в 8:43
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