I feel sorry for the people that kickstarted this, this is a scam. They were promised a populus like mmo. This is a casual clikfest for mobile devices. I quess it will be f2p in months, i would't even be surprised i've it is f2p at release. The game has a lot in common with other f2p mobile games. The clicking needed is intentional: you need to slowly progress and spend a lot of time doing repetitive stuff. Diamonds can speed things up of course.
Though most people have played the cracked Early Access, so... *shrugs*
Edit:
Reading the comments there, the chat-system seems shockingly creepy.
Quote:
At the start of each of these “online” skirmishes a kind of lobby appears with a chat window (that you cant reply to)
In it, a 15 year old girl starts chatting with you, as well as several other “people”. Thing is, there is a ALOT of underlying creepiness, with implied domestic abuse and later on something akin to online pedophilia with her Online friend “charlie”. Saying that though, Ive hit a roadblock atm, and i cant progress too far into this story mode, so no clue how it turns out.
Pixieking
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I've hated Molyneux and stopped listening to him since the original Fable. I remember reading in PCGamer and online about how amazing it was going to be. I've never been so hyped for a game as I was for Fable and it was the biggest let down ever. I wouldn't piss on Molyneux if he were on fire.
My boiling point was with The Movies. They promised incredible stuff, and we got a limited array of camera positions and extremely limited tools, with actor animations all fixed to hardpoints on the sets.
When the 1995 kids program, 3D Movie Maker has more control over the creator's movie than your game, you know you failed.
Thought they abandoned it pretty fast too. Expected way more additions to the movies and after a month I knew not to put more time into it. Shame really, had potential like so many games out there
I repeat - the guy hasn't made a single enjoying game in AGES. Dungeon Keeper is the only game of his that has proper strategy with enough elements to add longevity and even that game basically boiled down to throwing the odds against you because enemy AI was horrible (creature AI was too actually).
Theme Park was more all of Bullfrog's doing than his and same for Syndicate.
But once he made B&W, Fable, etc. it was obvious that the guy had no clue how to actually complete proper games outside of wild ideas. The execution of these games was atrocious. Seeing your character age 30 years in a few hours time was ridiculous and nearly all of Fable's ideas was half-baked and pointless.
EDIT: and I'm glad his Kickstarter will fail. The "click fest" approach is exactly what's wrong with modern gaming, people fund a game to get the opposite, and the douche cunt bag STILL makes a game like that. It shows that he's completely and utterly out of touch with what people want. Did I mention he's a dick ?
I've hated Molyneux and stopped listening to him since the original Fable. I remember reading in PCGamer and online about how amazing it was going to be. I've never been so hyped for a game as I was for Fable and it was the biggest let down ever. I wouldn't piss on Molyneux if he were on fire.
Same here. Played populous first on the snes or nes cant remember. Then he praised Black&White like the best game ever. Which is a disappointment...
Since then EVERY f**ing game he creates he promises LOADS of features and never seen stuff etc. But then the actual game has half or less of the features he promised. His ambition is bigger than he can handle. After the first Fable he was on my "shitty developer list".
click the balls game , played the HARRRRbeta and yeah the first 1h was fun but then .... when you got like 60 homes and you click and you click and you click and you click and you click and you click and you click... you just say fuck it off and deinstall it
Peter Molyneux believes that no matter how hard he tries, the perfect games he imagines will never quite come to fruition.
Quote:
“In my mind, as a designer, whenever I’m making a game I have this perfect jewel in mind,” he told Develop. “Fable for me was this beautiful, incredible, amusing, funny, artistic, wonderful gem of a game that anyone could play, that tugged on the heartstrings and that was instantly engaging.
“The gem that was in my mind has never come to be, it’s always flawed in some way. I thought Fable 1 – when you consider that it was the first game I ever did of that type – wasn’t bad. It was hugely flawed in some senses, and there were technical issues like the animation didn’t work but it wasn’t bad.
“I think Fable II was a step in the right direction. I think Fable III was a trainwreck. It was built to be much bigger than what it was constrained to be and eventually ended up as. If I had my time again, I’d take the advances we made from Fable 1 to Fable II, I’d make the same advances from Fable II to Fable III and spend another entire year working on Fable III. But would it be that perfect gem that’s in my mind? No.”
Molyneux also addressed the now infamous original premise of Fable – including the acorn that players could plant and watch grow into an oak over time – explaining that his claims are never misdirection, just unbridled passion.
“The trouble with me is I do this stupid thing, and I always do it, where I start talking in an excited way about what I’m working on before I’m finished,” he said. “And what people are actually seeing is me as a designer being excited about what I am doing. You’re not seeing someone who’s a brilliant PR person who’s selling ice cubes to the arctic. Last time I was talking about a game feature, I got really excited and said it would be ‘the utopia of game design’, but that’s just me talking with no filter. When I was at Microsoft, there were these PR policemen in the room trying to pour buckets of cold water over me when I got too excited.
“I just shouldn’t get so excited in front of the press. There’s an empirical decay between what the idea is in your mind and what you end up with, no matter what creative field you’re working in. I talk to a lot of creative people and they’re often disappointed in their own work.
“Saying that, of course, Godus exceeds that gem,” he laughs.
Some rare moments of lucidity (finally ) and the rest is coming straight from his gigantic ego and insane view of the gaming world. In short, just Molyneux being Molyneux. Our favourite intellectual megalomaniac derpeloper.
Peter Molyneux and 22 Cans’ intended Populous heir Godus is the most miserable gaming experience I’ve had in many a year. It was so crushingly short on joy and cleverness, it seemed like a tech demo made without a design, it seemed to believe Farmville was gaming’s future, it was a betrayal of its own heritage, and it was an insult to all that had been promised. I struggled to find anything to convince me that it existed for any reason beyond making money. As an angry young man, I loathed games often. These days, I simply feel sadness and tiredness when I play a game I don’t enjoy. But Godus I loathed, and completely so. There should be no surprise, by now, at unmet promises, but the sheer scale of the oath-breaking here was breathtaking.
Now there is Godus 2.0. There are apologies. There are promises. There is talk of it being an almost ground-up rethink. It may very well be true, and certainly an attempt at salvage on this scale is to be admired. But we have been fooled so very many times before. …
GODUS Beta v2.0 Update (200Mb)
This update has been a while coming and we thank everyone who entered the Early Access for their patience. It’s taken a while because we made the decision to avoid trivial updates that would prolong the core problems. Instead we’ve rebuilt the foundations of the game based on the strong feedback we’ve received from players. For this we also thank you - your involvement has literally reshaped the experience. We hope you enjoy the new aspects of the game and continue to look out for ongoing content updates as well as other refinements. To enable us to deliver this new version, it means that previous saves are no longer compatible. We do apologise for this inconvenience but we know it was the best decision for the overall game.
Code:
Wonderful new interfacing with the world (LESS CLICKING!). Every interaction with the world has been rethought to be more fluid and less frustrating. You can now hold and drag easily to interact with trees, rocks and belief.
Improved Sculpting. Moving the land is much more accurate and more responsive. You’ll be able to move further and with more control. And rest assured, sculpting will continue to improve even more! No more repeated clicking - you just hold and drag in any direction, at any speed.
Introducing the Leash. We’ve waved goodbye to the clumsy totem power. Now you can hold on any number of Followers or occupants, then drag towards a destination in the world and release on it to send them there. It’s a big advance and feels lovely!
Complete redesign of the cards system. Now players discover cards across a timeline and unlock them by applying stickers that are found in the world. You choose which cards to unlock and thus your people’s advances will be unique to you. As time goes on each player’s civilisation will become vastly different from the others.
Brand new GUI implementation. Much sweat and many tears have gone in to a more intuitive and beautiful interface with which to play the game.
Voyages of Discovery. A brand new game mode where you must guide your Followers across uncharted lands against the clock. There are special rewards for successful voyages!
Explore a new Homeworld. Start your Followers on a new journey, with a completely re-authored landscape to explore.
New God Powers. Put out fires and increase the beauty of trees with the Rain of Purity, or customise your world by planting trees with the God Seed power.
Reengineered Follower Behaviour. We’ve implemented a much more intelligent Follower system that gives unique attributes to each follower’s brain and makes them react to the world.
Countless redesigns, gameplay tweaks, and bug fixes. Months of hard work has gone into improvements to the experience. There are so many that we couldn’t start to list them, but you’ll feel them throughout.
What’s NOT in the latest build? We’ve taken out the aspects of the game that we feel aren’t quite up to the quality of the new refinements. We’re still working on these, though, so rest assured they will return/appear in the future.
Story mode
Battles
Meteor
Hubworld
Extra ages
Extra Settlements
As you’ve just read, we’ve been hard at work. The nature of game development is such that it’s taken time to prepare this major improvement package. However, in doing so, we’ve learned that listening to our wide and dedicated base of supporters works well, and we thank you for directly influencing us and helping to make, and now to improve, the entire GODUS experience. We look forward to your next round of feedback, and will use it to continue moving GODUS along the path towards greatness.
Peter and I have also prepared a video to talk through all the changes we’ve been making to the game. Thank you once more for bearing with us and we hope you’ll now try this new, improved GODUS for yourselves!
I was waiting for this guy to blink "HELP" and "TORTURE" in morse code but perhaps he hasn't unlocked it with that "click and drag" mechanic!
sar·casm | \ ˈsär-ˌka-zəm \
1: a sharp and often satirical or ironic utterance designed to cut or give pain
2a: a mode of satirical wit depending for its effect on bitter, caustic, and often ironic language that is usually directed against an individual
b: the use or language of sarcasm
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