This reads like a parody, no joke. Wow.Peter Molyneux: F2P Godus will have monetisation 'that hasn't existed before'
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Molyneux reckons he's cracked free-to-play. He says he's come up with an entirely new way to get your cash in upcoming strategy opus Godus, and it will apparently be "delightful".
Though you definitely shouldn't call it 'free-to-play' in front of him.
"There cannot be a term that is less true," he barks. "What we need is a new term. And that term is more like 'invest-to- play'. What really are we doing? We are tempting people to invest some of their money into a game."
He compares the current library of free-to-play mobile games to "taking a huge hammer and smashing our customers with it. We're saying: 'Be patient or pay money.' That's not a delightful mechanic. That's not going to get people to invest their money."
It was probably left incomplete at the design table.I'm surprised he's still alive. Last year I thought he had cancer or something.
I'm surprised he's still alive. Last year I thought he had cancer or something.
Let me guess, you played Good. There's a solution to that waiting business: BLOOD AND SOULS FOR LORD TINKY-WINKY! Play it like you're an Aztec God and you'll never have that problem.Here it is waiting , waiting, waiting, waiting, waiting. Boink +200 mana ! waiting, waiting, waiting, waiting + 200 mana ! , sculp a little, waiting, waiting, waiting waiting and son.
Molyneux: Work at 22Cans is the hardest I've ever done
The studio boss discusses the difference between console and mobile, and the biggest mistake he's made in 20 years
Peter Molyneux says his work at 22Cans has been the hardest he's ever done.
Speaking at Apps World Europe, the industry veteran, whose credits include Bullfrog, Lionhead and Microsoft, said he underestimated the work involved in developing Godus, particularly on mobile.
He said whereas in console development devs would make the game, release it and then take a break, "on mobile, it's constant fucking crunch. You release and then you realise your busiest day is two days after release".
He admitted one of the mistakes he made with god game Godus on mobile was the monetisation and thinking it was a simple problem to solve.
"That's the biggest mistake I've made in the last 20 years, because it's not simple," he said.
Molyneux described monetisation as like a drug, calling it a difficult psychological trick to convince users to pay money when integrating it into a complex game like Godus, without making the game seem unfair.
He highlighted that around the time of release, monetisation and downloads were at their peak, thanks in part to being featured on the App Store as Editor's Choice.
"Then you have a trail off," he said. "I tried all sorts of things. Getting some press, putting myself in front of press in America and Europe. And the trouble is it's very hard to find the publications that will give you the headlines or even begin to compete with the media on consoles.”
Another key challenge 22Cans faced with Godus was the amount of content mobile players were able to get through and the amount of updates required for a mobile game to keep up engagement.
"Virtually every three weeks there needs to be updates," he said. "This is just iOS. When we do Android, god knows what's going to happen. We'll probably explode from the pressure."
Molyneux said he had expected mobile users to play a lot less than console and PC gamers, who often sit and play through two-to-three hour sessions.
But mobile players in fact were racking up to 12 sessions a day on average, lasting between ten to 40 minutes, meaning they were consuming content at a much faster rate than the game had originally been designed for.
"I thought they'd take about six weeks to get through that," said. "[It took] six days. It was horrendous.
"We were looking at the analytics and this graph, and literally hour by hour we were saying to each other, what the hell are we going to do, they are going to run out of content."
Molyneux said the issue of monetisation and content consumption was one that 22Cans was still experimenting with. He added that ultimately however, he learned monetisation needs to be loved like any other feature in a game, and that developers have to get it right.
"And that has to be perceived as a fair system," he said. "If it's unfair, those harsh monetisation techniques won't work.
"Why? Because consumers are starting to say I'm not going to spend £2 on this because I know if I do, in 20 minutes I'll have to spend another £2.
http://www.develop-online.net/news/molyneux-work-at-22cans-is-the-hardest-i-ve-ever-done/0199980
Molyneux described monetisation as like a drug, calling it a difficult psychological trick to convince users to pay money when integrating it into a complex game like Godus, without making the game seem unfair.
Peter Molyneux warns of the "destructive" nature of crowdfunding
Crowdfunding can be "very destructive to the final quality of a game," he said in a recent interview, because it encourages developers to make wild promises that they ultimately can't deliver.
Peter Molyneux warns of the "destructive" nature of crowdfunding
http://www.pcgamer.com/peter-molyneux-warns-of-the-destructive-nature-of-crowdfunding/
This guy finds this surprising? The reason PC/console gamers only rack up 2-3 hour sessions is because Generation ADHD can only focus on something that long, tops, before being distracted by a blinking light or shiny object and running off, whereupon they are no longer at their seats and cannot continue to play until the stream of shiny distractions brings them back to be distracted by the computer again. Mobile gamers will, of course, manage to play more because it's a hell of a lot harder to run away from your phone, which kids these days carry with them freaking everywhere. Of course, they're just as easily distracted, if not more so, hence the short sessions, but they can NEVER ESCAPE FROM THE PHONE. It's always there, serving as a shiny distraction from something ELSE.Molyneux said he had expected mobile users to play a lot less than console and PC gamers, who often sit and play through two-to-three hour sessions.
But mobile players in fact were racking up to 12 sessions a day on average, lasting between ten to 40 minutes, meaning they were consuming content at a much faster rate than the game had originally been designed for.
Peter Molyneux warns of the "destructive" nature of crowdfunding
http://www.pcgamer.com/peter-molyneux-warns-of-the-destructive-nature-of-crowdfunding/
Molyneux: Kickstarter is a 'destructive' force that damaged Godus
EXCLUSIVE 'If I had my time again, I wouldn't do Kickstarter at the start of development'
Despite once describing Kickstarter as "the only way to make a game in today's world", Molyneux believes it can also be hugely damaging. His latest game Godus, which set out to 'reimagine' 1989's Populous, was initially put on Kickstarter in 2012, later launching on PC, iOS and Android after meeting its funding goal of £450,000 ($732,510).
But Molyneux thinks that the Kickstarter route ended up being detrimental to the project, and has warned of the temptations to over-sell a project - something the gaming icon has earned enough of a reputation for over the years as it is.
"What I've learned is that doing Kickstarter and Steam Early Access, before you've got something which is defined and playable, is a hugely risky undertaking that can be very destructive to the final quality of the game," Molyneux told TechRadar.
"And if I had my time again, I wouldn't do Kickstarter at the start of development, I would do it at the end of development or towards the end of development. I'm not saying I would never do Kickstarter again, but if I was to do Kickstarter again, I would say 'look, we've done half the game, you can download this demo, you can play the game. You know what the game's going to be, now we're going to take it from this point to this point.'"
Hidden gems
"What doesn't work for innovational games, in my mind, is to put an idea down and say 'Here's the idea, give us the money so we can turn it into a game'," he added. "I don't think that works. Because I think what ends up happening, and what ended up happening with Godus, is that people get a view of what the game is going to be like from what you've said here, and that view is quite often different from what the final game is."
During Godus' journey to launch, Molyneux came under fire for several development decisions, including the introduction of pay-to-win gems that weren't mentioned in the original crowd funding pitch. That, according to Molyneux, is the dangerous reality of the Kickstart pitch.
"There's this overwhelming urge to over-promise because it's such a harsh rule: if you're one penny short of your target then you don't get it. And of course in this instance, the behaviour is incredibly destructive, which is 'Christ, we've only got 10 days to go and we've got to make £100,000, for f**k's sake, lets just say anything'. So I'm not sure I would do that again."
there are better facebook games than this, and i haven't noticed any of those being kickstarted yet