Right then, lesson learned: Peter Molyneux really gets into multiplayer matches. He's not one for pulling his verbal punches, either. Confronted with the idea that one of his employees could topple his burgeoning godtopia, he curtly fired back, "I'm the father of the god game genre." You can't really escalate it any further than that, can you? But yes, hot on the heels of a quick GODUS prototype, Molyneux and
co cans have released a full-blown multiplayer demonstration. Granted, it's extremely rough, but it's certainly, well... something.
So right now, it's pretty much a matter of creating ideal conditions for your tiny ant people and, um, valiantly struggling to avoid un-creating them. Molyneux, however, doesn't seem to be a huge fan of the fact that it's possible to do the divine equivalent of kicking down your opponent's sand castle and bellowing "neener-neener," so the extreme malleability of everything might be subject to some more rules soon.
If nothing else, it's an interesting inside look at the process behind these things - even if they were obviously hamming it up for the camera. It's a bit weird for me, though: I'm generally an advocate of getting fans in on the ground floor, but - at this stage - GODUS is hardly even a game. I can sort of imagine how it could evolve into a truly interesting fusion of Populous, Dungeon Keeper, and Black & White, but right now, the full scope of 22 Cans' vision isn't really apparent.
Generally, I tend to think something's better than nothing, but does that adage hold true when a product's been so obviously rushed onto Kickstarter? Short of developing this prototype for at least a couple months instead of a couple weeks, do you think there's anything 22 Cans could've done markedly better here?