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I know there’s been enough sad stories going around, but this is one that I’ve been sitting on for a while, watching from the sidelines. It’s just now finally blowing up in the face of those who should take responsibility for their mess, and I feel that the community’s ire is quite justified. The game I’m talking about is, slated to be the “reinvention” of the god game genre, built on the name of the legendary.This game was originally a that was funded over 2 years ago and raised £526,563 total. It promised a lot of lofty, but very cool ideas including:I was not one of the backers for this project, so I’m not writing this out of anger. In fact, while I own the game (haven’t played it yet), I spent about $1 of my own money to purchase it – I got it on a mega sale at GMG, where I had some credit built up.I first saw Godus a few years back when it went on Steam sale. I was drawn to the title because I really liked the art style, and I enjoy god games.
Then, I found out who was developing it, and my mind jumped back to hours of enjoying Populous on the SNES, and all the time I tried to put into Black & White.I spent some time nosing around the Steam page, I saw quite a few negative reviews for it. So, I prodded deeper into the, and got to the heart of the community discontent. Sculpting in Godus looks very pretty! But if you don’t have the god power to do it, what’s the point?Apparently, Godus development started out on the right track. There was some battle, signs of the promised multiplayer, and it was shaping up to be some sort of early access god game for the PC.
So why am I writing this article? Because I’ve watched the evolution of this drama for quite a while, and I’m really sad to see how far Godus has fallen. I think there are were plenty of passionate and good folks working on this game’s development, and I don’t envy the newly appointed designer, Konrad Naszynski, who is trying to see the original vision through.Where will this end up?
But the gaming community is not going to let Peter get away unscathed, it seems. For that, I say, “Good on you!”Update: This was written before THAT follow up interview at Paper, Rock, Shotgun.
After reading that, some of my opinions of Peter have changed. I still don’t agree with what’s happening with the handling of Godus. But at this point, I’m not even sure if the poor guy knows what he’s communicating to the press half the time. I feel a bit sorry for him. Peter Molyneux is a long-time has-been who regularly attempts to recapture past glory the same way Don Quixote attempted to capture windmills.
Pretty much nowadays the only reason anyone wants to work with him is to ride his coattails. Then they find out that he has become little more than an albatross to be worn around their necks.The last Molyneux game I bought was at the end of my “buy all the games” phase: Black & White. It was terrible and got all of about 10 hours of play before I moved on to a game that was actually fun.Thinking about starting my own PSA for Molyneux games: “Just say ‘neux'”!Like.
Just to add an addendum. While I may have a bit of a hot/cold relationship as a gamer playing Molyneux titles, I still believe the man deserves a lot of respect for his accomplishments. I also abhor the ridiculous treatment he is getting in the gaming press this week. The Rock-Paper-Shotgun interview on Monday is an example of so-called “game journalism” at its worst.
The interviewer opened the interview with him, literally asking him if he was a “pathological liar”.I don’t care how big a flop any game is; you don’t ask someone in a frickin’ interview if he a pathological liar. People deserve a modicum of respect, especially if you have any expectation of them continuing to give you any of their time for an interview. Fortunately, Peter demonstrated that he is still a class act as a human being with a modicum of dignity, unlike his interviewer, John Walker.Like. I was pretty shocked when I read that myself.(I’ve posted this comment elsewhere, but it sums up my feelings on that interview in particular, so I’m reposting it here.)I’m really torn on the situation after that Molyneux interview. At first, I thought it was a positive thing that this whole Godus fiasco has finally been brought to light.But my thoughts changed when I saw Molyneux in this interview.
I’m not 100% sympathetic to what he’s done. But the more I read it (and I read it all) the more I felt I was seeing a man so wrapped up in his own thoughts and fantasies that he doesn’t have the capability to separate them from truth and the reality of what one can do with gaming technology.Do I think he really believes everything he says when he says it? But that’s also very concerning that he can get so worked up with his vision of creativity that he can’t ground himself long enough to question the possibility of what may or may not come to pass.If I feel bad for him, it’s because I feel like he “knows not what he does” or rather says He can’t seem to keep it straight, not even within the space of one interview here. That doesn’t mean he should be let off the hook by any means, or that I have any faith or interest in his future endeavors.It was an interesting (and sad) psychological glimpse into what makes Molyneux tick. And somewhat disturbing.Like.
Molyneux is a dreamer; he always has been. I think the difference is, in the past, he was more connected to / involved with the engineering part of game development, rather than only the philosophy/design parts. Back then, he was forced to temper his starry-eyed design idealism with the realities of actually making a shipping product. Nowadays, I think he is either insulated from it, or insulates himself from it (probably a bit of both), and no one is there to keep him connected to the current realities of implementation. It is very intimidating to deal with producers in general, let alone one with his pedigree.I think, going forward, he needs to partner with some strong, grounded developers, and relegate himself to the role of “design consultant”. It would fit better with his “wise elder” status, and it might staunch some of the profuse bleeding his reputation is suffering.Of course, who am I to make such suggestions to one such as him?
To answer the original question: pretty horrible to be honest.problem is for a lot of people who play RTS like i do, you create max unit numbers, then select them all at once using shift key. So far so good.2 problems however,first, you cannot keep you group, if you sculpt, build a new unit or basically anything, you lose your group. I tried the 'universal' ctrl+1 to assign group number, but that didnt work out.next is unit movement. Which is a major problem. As long as you right click to attack something, its fine. But if you are to right click to move them to some area (to guard it for example) then they go ALL OVER THE PLACE!! Sometimes going through enemy camps, getting themselves killed, etc.
Unit movement/management needs to take a leaf out of the total annihanation design book. I still haven't played or seen a better comprehensive system of unit grouping and management. Most other games either don't have the full set of features covered or make it too complex.TA had some nice things like you could set a building to be a unit number which meant any new units made from that building where now what ever unit you had set it to. So simple but really nice and usefull a setting.TA had Control and ALT meta keys doing different things when used with unit keys (0 to 9) such as selecting all of them or using shift would add the units to the current grroup.I can see this game being fun but it needs hundreads of units.
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