What's a really cool game that no one has made yet?



  • Yeah. What I ended up doing was using the ape, and doing my training on a trainer map instead of the first island. I taught it a bunch of awesome spells and how to fight. I also made it carry rocks around everywhere.

    The AI wasn't very smart, it's true. I hear good things about B&W2, but I haven't tried it yet.



  • @Keith said:

    When I started playing, I missed the fact that you could move the reactor's widgets, like the bonders. I got through quite a bit of the game like that, until I hit a level that really pushed me to the limit, basically filling the whole reactor grid with paths and symbols.

    It seemed like it had been too difficult for the midway point of a casual game, so I looked up other solutions on YouTube and found one that had done it with about 8 symbols. That's when I discovered that the stupid things could be moved.

    I'll post a screenshot later if I remember. There is beauty in its ridiculous complexity.

    As promised:

    And here's what's possible when you realise you can move the node things (17 symbols):

    https://www.youtube.com/watch?v=bDLbUp4owJE



  • @algorythmics said:

    How passively? are we permitted 0 influence? are we granted freedom to provide inspirational moments of clarity (eureka moments) to key individuals to aid civilizational development? are we allowed to hinder the evil elements of society, not through smiting, but through malaise and depression?

    No, you basically put out a book, let the world run and sometimes appear on a toast for amusement.


  • 🚽 Regular

    I still haven't gone as far as to have flip-flops. They seem very useful.



  • That's when programming experience comes into its own. They can get really complicated though.


  • BINNED

    Extra +1 for the toast.



  • I see mention of Black and White. I see mention of Populous.

    Peter Molyneux is behind the 'regenesis of the genre'. Godus is not that. It is a thinly designed freemium mobile app foisted upon the Steam Early Access players with a lot of 'we promise it's going to be good in the next patch, honest'


  • Discourse touched me in a no-no place

    @Captain said:

    I hear good things about B&W2, but I haven't tried it yet.

    B&W2 is a better game in many ways, but less true to the concept; it feels like you're playing a game rather than being god over a world.



  • @cartman82 said:

    My ideal game: a mindless roguelite I can play with half my brain, while listening to a good podcast or audiobook. Sad but true.

    One way heroics



  • @dkf said:

    B&W2 is a better game in many ways, but less true to the concept; it feels like you're playing a game rather than being god over a world.

    You haven't seen Godus, have you? It's even less godlike.



  • @Matches said:

    One way heroics

    Nope, can't have time pressure.

    Seeing a bunch of unopened chests and areas I will never get to visit slide off screen is annoying. I don't like being annoyed.



  • There is no timer, it's move based but fun and goes forever forward



  • But you are under pressure and can't just relax and explore everything. You have to keep moving and making choices.



  • @dkf said:

    B&W2 is a better game in many ways, but less true to the concept; it feels like you're playing a game rather than being god over a world.

    You are a crazy-person. Black and White 2 is better, so much better, in every way.

    Maybe you meant to type, "it feels like a playable game rather than an unplayable mess of terrible British humor."



  • @blakeyrat said:

    You are a crazy-person. Black and White 2 is better, so much better, in every way.

    Maybe you meant to type, "it feels like a playable game rather than an unplayable mess of terrible British humor."

    Now I know you're trying to apologise for Godus.



  • @Arantor said:

    Now I know you're trying to apologise for Godus.

    God no.

    Anybody who's bought ANY Molyneuauoiuoiueux game knows you never buy the first version. Dungeon Keeper I? Good concept, lousy execution. Dungeon Keeper 2? Classic. Black & White? Good concept, lousy execution. B&W2? Classic.

    Godus 2 might be worth playing, but Godus is undoubtedly shit.




  • :belt_onion:

    Descent 2 was better than Descent 3. Not graphically maybe, but game wise.
    So your theory is proven in my eyes.



  • TDM3 actually has graphics, though.



  • @blakeyrat said:

    God no.

    Anybody who's bought ANY Molyneuauoiuoiueux game knows you never buy the first version. Dungeon Keeper I? Good concept, lousy execution. Dungeon Keeper 2? Classic. Black & White? Good concept, lousy execution. B&W2? Classic.

    Godus 2 might be worth playing, but Godus is undoubtedly shit.

    You have absolutely no idea how terrible Godus is. It was promised as the re-genesis of the god game. Right now it's practically fucking FarmVille.

    You have followers. They generate belief. You have to click on houses to collect said belief. We pointed out there was too much clicking, because clicking on every fucking house was terrible. Their solution: let users click and drag and let the mouse pick up any belief it touches.

    There are also shrines that have to be built to expand your area. You send half a dozen little workers to them, and wait. The last time I looked, the eighth shrine took 4 days to build. FOUR ACTUAL REAL LIFE DAYS OF WAITING. ON A DESKTOP PC GAME.

    It's blatantly a mobile freemium money grab and the PR people keep promising that this will be fixed in the next patch. Said patch was confidently promised earlier this month and is now rumoured to be 'two weeks away'.


  • Discourse touched me in a no-no place

    @blakeyrat said:

    You are a crazy-person. Black and White 2 is better, so much better, in every way.

    B&W2 is definitely a better game. But the first B&W was a more total realisation of the concept. The second is full of interface concepts that aren't in the world, but are rather just layered on top, and that breaks the immersion much more. It's pretty obvious that the person in charge of creating B&W2 didn't actually understand what Peter Molyneaux was trying to do in the first one. Merely “writing a game” is never the only thing that Peter tries to do, or at least not in the past 20 years…

    Some parts were great improvements though; the wonders were a really good addition. Firing one off at an opponent was always a tremendous rush, and seeing one fired towards you a terrible “Oh Shit!” moment. What's more, they would have worked with the deeper total-interface concept of the first game.

    The first game really wants to make you feel like god of a world (and its failures are not for lack of ambition). The second game doesn't understand the ambition, and so is a lesser thing (even if it succeeds better in other, more technical ways). I don't know how else to explain it.
    @blakeyrat said:

    Maybe you meant to type, "it feels like a playable game rather than an unplayable mess of terrible British humor."

    Since I'm British, the humour really didn't bother me…


  • Discourse touched me in a no-no place

    @blakeyrat said:

    B&W2? Classic.

    Except that it manages to take a big 💩 on the concept, and the lead developer didn't seem to realise it. (The best game I've seen recently in terms of taking a concept and really running with it seems to be the South Park game; it's like playing an episode of the show.)



  • If you paid money for Godus, you're an idiot. I guess is my general point. The guy has a history.



  • @blakeyrat said:

    If you paid money for Godus, you're an idiot. I guess is my general point. The guy has a history.

    Well, I wanted to believe since I loved Populous, Dungeon Keeper and Black & White (even with their faults)

    But what amazes me is how much denial goes on in the forum.



  • @dkf said:

    B&W2 is definitely a better game. But the first B&W was a more total realisation of the concept. The second is full of interface concepts that aren't in the world, but are rather just layered on top, and that breaks the immersion much more.

    Instead of "breaks the immersion", I might have used the phrase, "makes the shitty interface usable." In any case, IIRC, the toolbar was completely optional, it still had the dumb bullshit controls from the first game. So if you didn't like it you didn't have to use it.

    But of course you did have to use it because the dumb bullshit controls from the first game were nearly impossible to execute in less than 5 tries. (Incidentally, Arx Fatalis also had a gesture-based interface, but they were smart enough to realize it was a terrible idea and introduced a toolbar in a patch.)

    @dkf said:

    It's pretty obvious that the person in charge of creating B&W2 didn't actually understand what Peter Molyneaux was trying to do in the first one. Merely “writing a game” is never the only thing that Peter tries to do, or at least not in the past 20 years…

    Bullshit. Don't believe that idiot's verbal diarrhea. He designs an ok game, then spends months bullshitting everybody about pointless features anybody with 4 IQ points knows will never be implemented-- did you know Fable will keep track of every single tree in the forest and they all grow independently based on weather patterns and--

    Even if they had implemented that shit, what would have been the point? How would it have impacted gameplay? It wouldn't have, just more Molyneux verbal diarrhea.

    If he "merely wrote a game", he'd be a lot fucking better at his job.

    @dkf said:

    The first game really wants to make you feel like god of a world (and its failures are not for lack of ambition). The second game doesn't understand the ambition, and so is a lesser thing (even if it succeeds better in other, more technical ways). I don't know how else to explain it.

    In the first game, if you assign worshippers to a temple, they will eventually starve to death instead of taking breaks to eat and rest. This bug (and it was a bug; the help files and manual both stated that was not intentional) breaks the fucking game. It was never fixed in a patch, despite the game getting several patches. If all Black and White 2 did was fix that bug, it would have been worthwhile.

    (Coincidentally, Dungeon Keeper had the exact same bug. Which was fixed in the far superior Dungeon Keeper 2.)

    @dkf said:

    Since I'm British, the humour really didn't bother me…

    It wasn't terrible because it was British, it was terrible because it was terrible. Also the tutorial missions, you might recall, can not be skipped in Black and White. Yet another way that B&W2 is a better game.



  • @Arantor said:

    Well, I wanted to believe since I loved Populous, Dungeon Keeper and Black & White (even with their faults)



  • /me is fully paid up card-carrying member of wanting to believe in the best in things and oh so frequently getting let down.



  • But of course you did have to use it because the dumb bullshit controls from the first game were nearly impossible to execute in less than 5 tries.

    Do you have Parkinson's? Huntington's? You might want to get that checked out.

    Hint: don't do the gesture on the viewport. Do it on the "ground".



  • @Captain said:

    Do you have Parkinson's? Huntington's? You might want to get that checked out.

    Say I did.

    Why should I be excluded from enjoying a video game?



  • That is an interesting point. It's not that you "should". But as a practical reality, you would probably be excluded from a lot of games. Like bowling. Or professional tennis.

    Video games are products like any other. They are subject to economic constraints. Molyneux attempted a new UI, and reached his production horizon.



  • @Captain said:

    That is an interesting point. It's not that you "should". But as a practical reality, you would probably be excluded from a lot of games. Like bowling. Or professional tennis.

    Video games are products like any other. They are subject to economic constraints. Molyneux attempted a new UI, and reached his production horizon.

    Well it's kind of moot. I was just objecting to your attitude, which is basically a huge "fuck you" to the physically disabled.

    The real point I'm making is that a perfectly healthy lifetime computer user couldn't use the fucking gestures. Not with any reliability. Nor could I in other games that used the same concept, say, Arx Fatalis. That indicates to me that the gesture controls suck ass.

    Do I have some motor control issue? Maybe. Maybe it's my framerate. Or the brand of mouse I'm using. Who knows. But if Black and White wasn't serving me, a college kid with a powerful (IIRC 800 mhz!) Athlon, then who the fuck was it serving? Sure Molyneux has a "concept", but if his "concept" can't be played by Prime Video Game Buying Audience Guy, what the fuck good is it?

    Nobody. Which is why all other right-thinking games patched it out.



  • I think gesturing would work well with a Wacom. Or maybe even a tablet device.

    Drawing things with the mouse is really hard.

    As a matter of fact, I do remember it being easier when I played on a laptop/trackpad than on a desktop.


  • ♿ (Parody)

    @blakeyrat said:

    The real point I'm making is that a perfectly healthy lifetime computer user couldn't use the fucking gestures. Not with any reliability.

    Not a terrible point, but it applies to lots of things. I can't use these new-fangled console controllers for shit (i.e., the ones with double thumb sticks). Some people can't use keyboards.

    I haven't played either B&W, but I'm confused about you vs @dkf. I thought he was saying that the gameplay and the whole point of it was changed, not just the controls.



  • @boomzilla said:

    I can't use these new-fangled console controllers for shit

    Too many buttons that occupy the fingers I need to hold the goddamn thing.

    I was okay with the gameboy. Now you got two triggers and two shoulders and there are no safe points to grab it.

    That's what she said.

    The great irony of game controllers is that the D-pad, i.e. the direction-pad has been demoted to quick inventory slots in most games now.

    @boomzilla said:

    I thought he was saying that the gameplay and the whole point of it was changed, not just the controls.

    It was about VISION!. (boomy voice)

    But if your VISION! is crap then it's okay to override it with sane game design.



  • Boomy voice example: https://www.youtube.com/watch?feature=player_detailpage&v=8FpigqfcvlM#t=368

    (onebox intentionally hijacked to keep the time link)





  • @dhromed said:

    The great irony of game controllers is that the D-pad, i.e. the direction-pad has been demoted to quick inventory slots in most games now.

    The Xbox did that on purpose, to make the two "main" sticks the analogs. The PS controller denied the reality of analog sticks, and was uncomfortable and annoying as a result.


  • :belt_onion:

    @blakeyrat said:

    But of course you did have to use it because the dumb bullshit controls from the first game were nearly impossible to execute in less than 5 tries.

    That was the worst part of that game. You could never actually do what you were trying to do, just spin your hand in circles wondering why the hell it doesn't work.



  • Also Shrek 2 was way better than 3 or 4.



  • AI based games that limit user interaction are near-unplayable (depending on your definition of the word ‘play’, obviously. Instead, I think a great game would take into account something that Garry Kasparov likes to talk about: that, while the best AIs can beat the best humans, even a moderate human using a moderately powerful AI can beat both of those.

    Basically, I think that a great game would be just any currently popular multiplayer game, but where scripting is actively encouraged: lua built into the client, a marketplace for scripts and hacks etc etc


  • Discourse touched me in a no-no place

    @blakeyrat said:

    Instead of "breaks the immersion", I might have used the phrase, "makes the shitty interface usable." In any case, IIRC, the toolbar was completely optional, it still had the dumb bullshit controls from the first game. So if you didn't like it you didn't have to use it.

    My point was that the first one tried very hard to make you feel like a god, whereas the second one tried very hard to make it a better game (successfully) but lost the magic that made for “feel like a god” and instead instead just reduced you to “person playing a computer game”.

    The profusion of numbers and the layered interface contributed a lot to that diminution of vision.

    @blakeyrat said:

    If he "merely wrote a game", he'd be a lot fucking better at his job.

    You shouldn't buy a Molyneaux game to just for the game. He's been on the hunt for a more total vision for some time now. (I've not tried Godus. Based on comments here, I'd hate it.)

    @blakeyrat said:

    (Coincidentally, Dungeon Keeper had the exact same bug. Which was fixed in the far superior Dungeon Keeper 2.)

    I liked both DK and DK2. War for the Overworld looks to be shaping up to be a decent spiritual successor (the first versions were terribad broken, but it's a lot better now).

    However, the game I'd really like a successor to is Evil Genius. It's got a Big Red Button to press to finish the game, and there's all the fun of chaining traps together (and how can you not like a game with a piranha pit?) All that was missing was a white persian cat. Practice your evil laughs, everyone! Bwahahahahaaa!



  • @dkf said:

    My point was that the first one tried very hard to make you feel like a god, whereas the second one tried very hard to make it a better game (successfully) but lost the magic that made for “feel like a god” and instead instead just reduced you to “person playing a computer game”.

    I'm pretty sure actual gods don't have doofy British people singing at them and telling them how to left-click on shit.

    If you want a game that really makes you feel like a god, try out From Dust. WARNING: the game is UTTERLY SHITTY IN EVERY OTHER WAY.



  • @dkf said:

    However, the game I'd really like a successor to is Evil Genius. It's got a Big Red Button to press to finish the game, and there's all the fun of chaining traps together (and how can you not like a game with a piranha pit?) All that was missing was a white persian cat. Practice your evil laughs, everyone! Bwahahahahaaa!

    I'm sorry, do you mean THIS Evil Genius: http://store.steampowered.com/app/3720/

    Because that was by far the absolute worst city-builder I've ever played. Jesus it was awful.



  • @blakeyrat said:

    I'm sorry, do you mean THIS Evil Genius



  • Thanks for your contribution, Ben. Yes. Yes there was a team in the recent DOTA championship named Evil Geniuses. You get a biscuit. Here it is. Jump for it. Bark for it. Good boy! Now go lay in the corner and be quiet so the adults can talk.


  • Discourse touched me in a no-no place

    @blakeyrat said:

    Because that was by far the absolute worst city-builder I've ever played.

    Your opinion is invalid.



  • A mulitplayer online wrestling simulator[1] called Sport! (tagline: “ᴛʜɪs ɪs ᴡʜᴀᴛ ʏᴏᴜ ᴡᴀɴᴛᴇᴅ”), with gameplay consisting of nitty-gritty no-holes-barred grappling combat.

    [1] I am aware that there was a genre of games known as ‘wrestling simulators’ that focused more on managing the career of an Entertainment Wrestling personality; that is not what I am talking about.





  • An RPG where the characters are pretty sure they're in a terrible video game.




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