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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » In this video... » 2020-04-18 07:13:56

I very very rarely ever see someone play the role of Security, even though it's one of the most important roles in any functioning society of any size. Every life where I've seen a couple guards the town is safe. This shit is getting way too complicated

#2 Re: Main Forum » New Energy Source » 2020-03-17 15:51:11

What in the actual fuck lmao

#3 Re: Main Forum » Worktable » 2020-02-28 20:12:20

Gogo wrote:

Nice idea.

#4 Re: Main Forum » The forum is slowly dying. » 2019-12-18 09:52:18

DiscardedSlinky wrote:

I don't think it's dying. It's becoming a chore to read though. Every thread is whiney bullshit with entire novels written for each reply. I honestly can't be fucked to read it all.

You all need to chill the fuck out. Learn to summarize your points.

#5 Re: Main Forum » You are a griefer » 2019-12-16 06:44:31

Spoonwood wrote:
jcwilk wrote:

And re: "this game isn't about that" - you're kidding yourself if you think that combat is the only solution Jason could think of vs griefers. Play the castle doctrine and tell me Jason doesn't like blood. If he wants to outlaw griefing and start banning people who aren't strictly roleplaying neurotypical family members that would be well within his power, but he doesn't, and he never will, because that approach to player management is boring af.

If this game is about that, then Jason Rohrer should get sued for false advertising, since it clearly says on the website

jasonrohrer wrote:

a multiplayer survival game of parenting
and civilization building

Question, do you know what "false advertising" is?

#6 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-14 05:36:41

I like this. A lot of what this game has been missing is communication and, therefore, organization, so I think this is another really good step for the game.

#7 Re: Main Forum » I trust in Jason's decisions » 2019-10-24 02:03:06

jasonrohrer wrote:

Hoax, I'm busily trying to make the game more long-term interesting.  That is what the arc and rift experiment is about.  That is what oil running out long term is about.

I believe player numbers declined because the game was never good enough.

Though there's also something fundamentally unsatisfying (for most people) about the premise.  You only live an hour and say goodbye to your projects at the end of your hour.  That is much less likely to "hook" people than a game you can play all night, working on the same project.  Many of the players that have become hooked on OHOL have done so by routing around this limitation, either by playing on empty servers, using (now blocked) coordinate exploits, or (now) simply knowing their way around the rift.

Maybe that premise will NEVER appeal to millions of people.

But my job is to make it as good as it can be.  And I don't think I'm done with figuring that out yet.  How do you make a game where you die every hour and say goodbye to everything insanely compelling?  How do you make what players do in that context matter?  This is the stuff that I'm working on.

I'm not sick of working on it..... but even if I was....

...why would I walk away from $22K per month?


There's no good reason to stop working on OHOL right now.

jasonrohrer wrote:

Hoax, I'm busily trying to make the game more long-term interesting.  That is what the arc and rift experiment is about.  That is what oil running out long term is about.

I believe player numbers declined because the game was never good enough.

Though there's also something fundamentally unsatisfying (for most people) about the premise.  You only live an hour and say goodbye to your projects at the end of your hour.  That is much less likely to "hook" people than a game you can play all night, working on the same project.  Many of the players that have become hooked on OHOL have done so by routing around this limitation, either by playing on empty servers, using (now blocked) coordinate exploits, or (now) simply knowing their way around the rift.

Maybe that premise will NEVER appeal to millions of people.

But my job is to make it as good as it can be.  And I don't think I'm done with figuring that out yet.  How do you make a game where you die every hour and say goodbye to everything insanely compelling?  How do you make what players do in that context matter?  This is the stuff that I'm working on.

I'm not sick of working on it..... but even if I was....

...why would I walk away from $22K per month?


There's no good reason to stop working on OHOL right now.

Thank you for your answer, that's very candid and in-depth. I appreciate it.

I don't play very often but I do like the game. I personally think the lives I live in the game now are more fun than the ones I lived when the game was released on Steam, so I do think this game is getting better overall in the long-term. I'm just worried that if trends continue, the playerbase will die out before this game can reach its full potential.

#8 Re: Main Forum » I trust in Jason's decisions » 2019-10-24 00:35:44

jasonrohrer wrote:

Also, what percentage of $20 games have more than 40 concurrent players after 20 months?

Do you have any intention of attempting to reverse the downward trend of concurrent players in this game, and if so, what changes do you plan on making to achieve this goal? If not, does that mean you are considering moving on from the OHOL game?

#9 Re: Main Forum » Fag » 2019-07-26 08:52:14

Mr meeseeks wrote:
Whatever wrote:

fag

I hope you get hit by a bus.. Irl

Imagine actually wishing death or serious bodily injury on someone on an online video game forum for a tongue-in-cheek joke, even if it's offensive. You must be very emotionally stable and not in need of tremendous amounts of therapy at all.

What's your Tumblr? You're letting your first-world privilege show all over the place.

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