DehEvil wrote: ↑
Thu Jan 14, 2021 3:53 am
If you have any ideas about a new game, I'd love to read about them. I have some of my own I'm floating around in my head. Of course, I'd never run one. Yes, Running a god game is an arduous task.
I love the concept of god games, but I never participate in any that last very long :/
Perhaps if you participated in the next game, you would be more motivated to keep it going? Yes. 100%. And not just a minor role either.
If you want there to be a goal, with the creativity, perhaps have a "pre-game" creative period where the players build the world, lose their divinity, and be reduced to reincarnated demigods, that have limited influence, with more power for every follower? Thoughts on this below.
I do like the idea of becoming a mortal / mortal bloodline. I had considered that as part of my power decline/death stakes for players, but I had considered that the path could go both ways. Become forsaken enough, and you sink to a mortal status. Gain enough influence again, and you rise up. I think that in my next god game, that would probably be one of the core features.
My plan for next god game I make is to have scoring on multiple metrics:
-Follower Count. This encourages players to still act like IRL Religions / 'real" gods, needing actual followers to sustain their energy; Thought manifestation.
-Titles. Title will be less rare than they were in this game, and they would be given to the players either by mortals, or by other gods themselves, perhaps. The more titles a player has, the more easily their fame will spread, and the more difficult it will be to slowly decline. On the flip side, the taller you are, the harder you fall; more titles can lead to a drastic defeat (Just like how, if a random dude gets beaten up on the street, no one cares, but if Tony Stark got his butt handed to him on the street, everyone would hear about it)
-Mortal Fame. Mortals that a god can claim ownership of, that also do some great works of fame that rock the world, will count towards a god's score. Of course, these mortals could be tampered with, converted away/stolen, or even killed, or maybe even ascend as gods themselves, and so this would be the most volatile scoring metric.
-Rule Breaks. Breaking the rules will literally be counted as a negative scoring metric. By Rules, I refer to the initial divine pact that would be created by the gods at the start of the game. I find that the pact creation is fun when players come together to decide on laws that omnipotent beings must abide by, but I also find there needs to be a more effective way of enforcing such rules. On that note, I am also considering making laws include a punishment for their breaking in the actual code itself, such that gods know what they are getting into by breaking the laws. But this way, breaking rules can still happen, there will just be a punishment for it.
I also have an idea to have a predetermined "end" to the game, that players know will be the end. For example, 500 years in (25-30 turns, in most cases), the game will for sure end, if it doesn't die before then.
And lastly, this might be a fudge idea, but I am considering having AI dungeon help me with content generation in my next god game. Behind the scenes, of course, but it would help me overcome writer's block and also generate neat, if not possibly zany, ideas.