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And yes, a bit like Populous, Godus is supposed to be like a game of/for the gods (hence that game's whole book design metaphor).
It brings to mind the end of Men In Black when we're shown that our universe is simply a marble in a game being played by aliens. http://www.youtube.com/watch?v=EF6aEFFMxjU
Why was this not explained sooner? This idea doesn't come across at all in the KS pitch or the store page.
Edit: Also, Russell Shaw's mention of the gods in Jason and the Argonauts is kind of cool. Which ancient and all-powerful god was X AmY X supposed to be channelling?
I'm still trying to wrap my head around how to get from a turn-based chesslike game to Godus where there are no pieces to move and it's real time strategy. I guess , if you were playing by mail, tossing the envelope in the mailbox would compare to telling your followers to start constructing/reconsstructing the beacon. Using this line of analogy, LA Noir is just like Clue.
A closer game to this analogy would be Skyward Collapse. It's okay, but really drags and becomes repetitive quickly. That said, Godus isn't anything like it on just about any level.
And the original Populous has a game board that looked like this and {LINK REMOVED}this, so perhaps at the time the team thought it was implied (if not explained as explicitly as it ought to have been).
Again, it's not so much of a great leap when you consider the original Populous series having screens like {LINK REMOVED}this one and {LINK REMOVED}this one.
I'm off for a latte (extra large)
But I am sure it was intended like this from the very beginning.
Cool :)
Well, let's be clear, if it takes a comment from the designer in an interview for customers to start to "get it", then it shows there is much work still to be done. It's the challenge of using us to test/.give feedback without the "game" being presented in "game mode" (as it were). Perhaps this might encourage sharing some "background" or "context" from the designers, as without it, we do not understand their motivations/drivers.
This then leads to a bigger issue which is that some of our feedback is therefore "out of context"....
Now, stop posting, I'm trying to get myself a latte and one for Muir too. D'you take sugar Muir?
I mean, how many people, when they saw "GODUS is an innovative reinvention of POPULOUS", remembered that Populous was actually meant to represent a board game being played by gods?
Peter Molyneux and any other devs in 22Cans who worked with him on those games know this (naturally), but how many customers did/do? Obviously not as many as may have been thought.
Hopefully this will encourage the devs to be more clear and concise when describing the game or passing on information to the community.
And Gillburt - no sugar please. :)
EDIT: It's just been agreed that our messaging needs to be more joined up across the team, so I'm adding this to a new, dedicated section on our scrum wall.
Absolutely.. I'd totally forgotten all about that.
At the time of populous I just put it down to a fun "joke" and a cunning way of reeducing the amount of screen real estate the programmers actually had to worry about updating!!
Edited: to make the "quote" tags actually work.
Godus on the other hand plays completely differently.
In Pop3, we had:
Godus will probably never match Populous while it remains targeted at mobile devices.
Also, hubworlds - when they go live - will add in more of what you're looking for (e.g. multiplayer, goals).