Godus because of the mistakes that we\'ve made,\" Molyneux said in a candid conversation with other 22Cans developers, \"but I do want to learn from them.\""/>
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Shortly after Rock, Paper, Shotgun’s scathing (but not undeserved) overview of the current state of Godus‘ development, Peter Molyneux took to YouTube to address concerns with the game’s troubled history. Designer Konrad Naszynski, originally a Kickstarter backer of the project who Molyneux brought to 22Cans to help with development, wasted no time getting to his major concerns.

“What I really want to do is bring up the quality of the PC experience,” Naszynski said. “Because it’s just not there in my mind. I’m a massive fan of strategy and god games, and I want to turn this into a game I want to play. It’s kind of why I came here in the first place.”

Naszynski explained that his major focus is on the game’s story and improving the combat.

“We’ve made a start on combat in December,” he said, “but it’s very, very rough at the moment. So, we really want to get that working well and make it satisfying and enjoyable, really. It’s ambitious.”

Molyneux said that part of the reason for the game’s troubles lie in mistakes he made as part of striking out on his own after leaving Lionhead Studios and the Fable franchise in 2012.

“I do take blame and put blame on my shoulders,” Molyneux said. “There is a catalog of things I did badly and incorrectly, because I’d never done a Kickstarter campaign before, I’d never released on Steam Early Access before, I’d never done a mobile game before. I made some horrendous mistakes. The main thing that we’re paying with those mistakes is the amount of time it’s taking to find the game that Godus should be.”

Still, Molyneux insisted he’s undeterred, and that Godus can indeed reach the potential seen in the Kickstarter campaign.

“We are as passionate as we ever have been, as a company and as individuals, to take Godus from where it is today to where it can be,” Molyneux said. “That journey could be months and months and months and months. And that’s the simple fact of it.”

Designer Jack Attridge, also part of this discussion, asked Molyneux if his move to The Trial, an upcoming mobile project, means that he had personally “given up” on his grand vision of Godus, Molyneux was adamant that wasn’t the case.

“Absolutely not at all,” he said. “I still am fascinated with Godus. I still am fascinated with how it’s going. I’ll still play each build before it goes out. We’re almost to a state where I can play the story, and I’m dying to see it.”

Attridge mentioned that backers have legitimate concerns that Godus is simply going to be rushed together with minimal effort so that 22Cans can be done with it and move on to other projects.

“I can totally see that as a concern,” Molyneux admitted. “And if I were sitting on [their] side of the fence, I would have that same concern. There’s no words that I can say to assure [them]. The best way that I can assure people is by what we do.”

That last sentence from Molyneux more or less sums up where he—and Godus—are at this moment in the industry. Though he’s earned plenty of goodwill from players for his work in creating landmark titles like Populous and Dungeon Keeper, his recent projects have famously overpromised and underdelivered. Will Molyneux truly take action this time, or will these be more promises that don’t come to fruition?

Peter Molyneux addresses Godus development concerns in YouTube video

"I don't want to stop doing Godus because of the mistakes that we've made," Molyneux said in a candid conversation with other 22Cans developers, "but I do want to learn from them."

By | 02/10/2015 04:40 PM PT

News

Shortly after Rock, Paper, Shotgun’s scathing (but not undeserved) overview of the current state of Godus‘ development, Peter Molyneux took to YouTube to address concerns with the game’s troubled history. Designer Konrad Naszynski, originally a Kickstarter backer of the project who Molyneux brought to 22Cans to help with development, wasted no time getting to his major concerns.

“What I really want to do is bring up the quality of the PC experience,” Naszynski said. “Because it’s just not there in my mind. I’m a massive fan of strategy and god games, and I want to turn this into a game I want to play. It’s kind of why I came here in the first place.”

Naszynski explained that his major focus is on the game’s story and improving the combat.

“We’ve made a start on combat in December,” he said, “but it’s very, very rough at the moment. So, we really want to get that working well and make it satisfying and enjoyable, really. It’s ambitious.”

Molyneux said that part of the reason for the game’s troubles lie in mistakes he made as part of striking out on his own after leaving Lionhead Studios and the Fable franchise in 2012.

“I do take blame and put blame on my shoulders,” Molyneux said. “There is a catalog of things I did badly and incorrectly, because I’d never done a Kickstarter campaign before, I’d never released on Steam Early Access before, I’d never done a mobile game before. I made some horrendous mistakes. The main thing that we’re paying with those mistakes is the amount of time it’s taking to find the game that Godus should be.”

Still, Molyneux insisted he’s undeterred, and that Godus can indeed reach the potential seen in the Kickstarter campaign.

“We are as passionate as we ever have been, as a company and as individuals, to take Godus from where it is today to where it can be,” Molyneux said. “That journey could be months and months and months and months. And that’s the simple fact of it.”

Designer Jack Attridge, also part of this discussion, asked Molyneux if his move to The Trial, an upcoming mobile project, means that he had personally “given up” on his grand vision of Godus, Molyneux was adamant that wasn’t the case.

“Absolutely not at all,” he said. “I still am fascinated with Godus. I still am fascinated with how it’s going. I’ll still play each build before it goes out. We’re almost to a state where I can play the story, and I’m dying to see it.”

Attridge mentioned that backers have legitimate concerns that Godus is simply going to be rushed together with minimal effort so that 22Cans can be done with it and move on to other projects.

“I can totally see that as a concern,” Molyneux admitted. “And if I were sitting on [their] side of the fence, I would have that same concern. There’s no words that I can say to assure [them]. The best way that I can assure people is by what we do.”

That last sentence from Molyneux more or less sums up where he—and Godus—are at this moment in the industry. Though he’s earned plenty of goodwill from players for his work in creating landmark titles like Populous and Dungeon Keeper, his recent projects have famously overpromised and underdelivered. Will Molyneux truly take action this time, or will these be more promises that don’t come to fruition?

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