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The slight problem with god games, and one that Molyneux himself seems not to have been able to decide upon, is the right balance of goals/limits with freeform play. As noted, make it too freeform and it feels without purpose, make it too restrained and it feels too contrived.
Generally, if modes were considered fair game for the design the optimal solution might to some extent be custom sandbox as an option along with a main campaign mode for those that want a more focused game session when they go to play. The slight problem here, as far as I can tell, is that 22cans seems to want to stubbornly avoid this sort of approach despite it making things much easier.
Which forces us to go with either/or's or a strange blending that if done wrong, ruins it for everyone. Something that could be argued was the case with both Black & White 2 and From Dust.
Decent in their own right, but in giving the hints of a sandbox without the available customizable mode, they were either too open or too restricted in how they played. (That's what I gather was the minor fault with From Dust anyway, gorgeous game, fun gameplay, too short, and no custom sandbox/skirmish~challenge mode to mess about with.) It does raise an interesting thought, doesn't it? What's with all these god games not providing several modes of play, anyway?
Fallout 3 or Skyrim is an open world RPG... not a sandbox. (Although, both are highly customizable, so in the sense of customization, both could be converted to a sandbox... although I wouldn't see much point I know that some people customize their "home" in Skyrim and spend a lot of their time there.)
I would see analogues between my proposal between Skyrim and its home base (in game, or in a customized session) and homeworld in Godus (that is, in an ideal setup.)
Unequivocally.
Peter originally envisioned a world akin to those of games such as Tribalwars or Travian.
With people building their little civilizations much like the individual towns are build in those browser games.
He was letting his creative mind take charge, without bothering to check with the tech-department to see if it were actually possible.
Then put up his idea's and went around to collect money.
Subsequent development posed numerous problems. First and foremost that if the weaker mobile platform.
But sequentially that of exponential growth. Afterall, with each individual 'empire' growing quite rapidly.
And with so much tied to the individual growth of followers.
It is inevitable that these things get out of hand.
So now they're posed with two options. They could either:
1 - Rework their follower AI, implement a second layer of AI that functions as groups rather than individual units. And allows them to get workteams to cooperate on mines or farms and such.
Drastically reducing the random AI pathfinding, making the game run a lot better.
But making the game feel a lot more distant and more like an RTS.
OR
2 - "Rewind the clock", by jumping to a new homeworld. Not only do they present us with the option to get an entirely new style of homeworld. Different focus as we "advance to a new age" and provide us with new 'challenges' and resources. But it also prevents the need from this ever stacking population growth to become a problem.
Now whether the "first world" remains accessible is unknown, but I'd imagine that it will not be.
I could be entirely wrong, but I suspect that they'll want you to advance rather than to keep switching between worlds.
I suspect that instead, this "new world" will have more powerful agriculture instead.
Allowing to tone down the need for lots of farms. The same goes for mining or other industry.
They'll explain it away as technological advancement, but in reality its just diminishing the need per plot by 10-fold or so.
Which ultimately does tone down the resource problem.
If they apply a similar downscale on socializing followers, the number of breeders causing pathfinding jobs would similarly diminish.
And thus improve performance drastically.
Without them having to alter much of the base game.
You see, this would allow them to maintain the current content in the game and work forwards. Rather than having to overhaul the existing content again. (Which would cost them time they can't afford right now.)
Keep in mind, B&W also had you revisit an older world later on. There's no telling that even if we can't revisit our worlds immediately, that we won't see our world again in the future.
As such, I suspect that atleast for the time being. We're going to be looking at sequential mission-oriented worlds that are based on specific spans of the timeline.
Slowly adding in new components to the game.
in my opinion why should anybody want more worlds if you cant not adjust them
the Problem is you have to stay on your 300 farm , mines ect as Long this unlock Feature stays there is no reason to have different worlds if you cant get them beauti
but if this Feature got changed i would prefer a peristent world i like to see back what i have done after serveral moths
That said, if this is more than just a wipe with some thematic event to make that transition then...I don't know, I think I would prefer having one persistent world as opposed to jumping from one world to the next.
This is more of what I'd like to see. This makes each of the worlds more persistent in nature, rather than ephemeral, without running into the issues that a singular persistent world may encounter.
However, I don't think that if they were to approach it from this direction that it would justify ignoring AI improvements/follower behaviors~conditions that may have inspired it. For followers to seem more human, they should work together more and as Danjal's suggested in the past, actually die after some time. Nature has its own life sink in place for resource constraints, it's called mortality and competition. The game would be improved through the introduction of more of both, I think.
Right now, the worlds are finite...
They are infact quite small.
I'm sure most of you have seen the screenshot quilt of the person that filled out the entire map.
Please tell me - why would you come back once you have filled it all in?
Literally the ONLY reason to go back is to collect belief and resources.
Granted, 22cans has made odd design decisions in the past. But this one seems a bit much.
Would they really go through all the trouble of sending you to a new world. Only to have you switch back and forth between what amounts to a filled in map (eventually) and the natural progression of the game?
It'd make more sense to close it off (for practical purposes) or keep it as a "come back in the future" wildcard.
However, that would further encourage the necessity of shortening the duration spent on each world. As it stands, the "mission/level/world" length is much too long for what may amount to a sequential level design. As I said here somewhat more verbosely:
"That's probably my biggest frustration with this possible design, and I very much suspect it will be likewise for mobile players. It's one thing to have people invest several hours in a game with levels/missions, it's another to have them invest several hours per level/mission in a game, you know? If we look at this by RTS standards, a single game/campaign can span hours, but if we're talking a campaign divided into missions, I'd say the upper limit to those missions (for a sizable map/reasonably complex RTS) might be around 2 to 3 hours if you're not great. An hour if you're pretty good or it's short."
You could end up with flat lands, but you'd should have a choice to go back or not (for trade).
But I think the fact peter called it an ark does make it biblical and we'll see it all wiped clean with 40days of rain. Not that I like that idea.
So unless making it look pretty has advantages. I only see a (small?) part of the player community actually act on decorative/cosmetic only gameplay.
I mean, to each their own and all. But why would I want to do that in Godus?
Even in Minecraft I've moved on to more interesting pastures.
(As have most people I know, creative tends to get boring unless you are a mapmaker...)
Thats just silly.
Why would I go through a loading screen for that?
You gotta think past your initial concept of "wouldn't it be cool if I could have a sandbox" to the point where you are actually playing in that sandbox.
You really think you'd spend hours upon hours shifting layers about and revisiting that?
Or is that something you'd do once, then make a screenshot and forget about it.
There's nothing wrong with that, even if others don't get enjoyment from that kind of chore.