|Latest Godus dev diary discusses 'player motivations'|
|Posted: 24.06.2013 14:30 by Simon Priest||Comments: 0|
What keeps us all-powerful deities sculpting away for the benefit of those lesser? Peter Molyneux and fellow game designer Jack Attridge give us another Godus update and this time it's about 'motivations'.
The alpha testers are plugging (or is that chipping?) away the hours with Godus as 22Cans release new builds, but as of yet they don't officially have any motivation to care for the little people.
The absolute basic concepts are in the God sim but there's little else. Now the duo reveal some of what will keep us invested in our fledgling societies.
Right now they identify three particular 'motivations' that will hold us and they are civilization, discovery and commandments. Each of these affect the other and are designed to give us a truly unique bunch of followers. Civilization includes the advancement of the society through technology and continued expansion. Discoveries involve unearthing lost treasures and figuring out new ideas to bring to the group.
Commandments are 'generational interpretations' that our little people will make based on each progressive milestone they achieve. What is it they interpret? That would be our actions. If we're quite cruel then generally our people will feel there's little wiggle room when it comes to punishment for disobedience, or think that charity is a dirty word.
Other quirks we can expect to see, perhaps, are our people becoming braver in tackling environmental dangers like wolves. Apparently there might even be a chance for them to 'learn' music for late night parties - Molyneux isn't quite sold on that yet. 22Cans is now looking to introduce these motivations now that they've got the alpha 'stable'.
Peter and Jack should be posting a 'let's play' for Godus in the near future for non-alpha testers.