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I however usually pay companies for a game they developed, because I don't have that much spare time. Well except in this case, where I basically donated money to PMs "I want ca$h" foundation and and got poop thrown in my direction as a thank you.
1. Is this a single player game, multiplayer, or both?
2. How long should a "game" last or is it a single persistent play through?
3. What are victory/loss conditions?
4. What is the pacing of the game? Is it casual Zenlike or a frenetic rts clickfest?
5. How integral is online to the overall game?
If these questions can't be definitively answered RIGHT NOW, and addressed in development planning, there's no way any version of Godus will do more than flop around like a fish out of water. Even then, there needs to be a clear plan for incorporating all of them into the design plan or things won't mesh up. For example, if #5 isn't part of the base design, adding online functionality is going to require a lot of rework (and likely late stage redesign), which is why we don't have it in the current incarnation of Godus.
Iterative design isn't saying "we want to make something" and then just tacking on features until the project looks complicated enough to call complete. You come up with an idea, design what you'd like to see in the finished product, and then build toward that idea, adapting what does and doesn't work along the way. Godus has never looked beyond a few vague concepts and doesn't really know where it's going.