Someone might be able to say something if they noticed it, but for the most part he didn't take any actions this time around that concretely said to me 'Ok. Yeah. That changed something.' . Rather, Josh explained a lot more of the base examples and explaining how the interactions work. For instance, how to tip events into your corner by shoving heroes and units into a box or how the God he was using had options to influence events by tweaking them in minute ways; for instance, turning a mineral rush into an earthquake, or sending that boon to a town where you might have stronger influence.
So, while he explained the numbers and showed off some of the actions one can take; he didn't do anything with them yet, partially because a turn never progressed and another part because that was his goal. Which, take that as you will. It seemed to me that he simply wanted explain the base features first through a pretty scripted... Script. While I doubt it was one take, he certainly moved along in a pretty procerdural manner as he examined and showed off each of the yet immoving parts of the game.
Anyways. It is confusing as hell. On the surface it looks ok, but there are a lot of things that give me questions. Like, why are some numbers green and others red? Up in the top-right corner shows the location whenever the mouse moves on the map. Oh no. Why? Why doesn't it just fixate on the current location like something sane would? There is also a bit of name glut going on; lots of names and people, but not really a whole lot to make them distinct. That's probably my own problem, since I can hardly keep track of my dwarves, but still. That's a lot of randos to keep track of. And on that note, what separates them from heroes? Are these city constrained people, or do they get to move around as refugees/attackers/slaves? Do they die? Can we kill the random people arbitrarily? What really is madness, and how do I get the humans to blow up their city in a desperate attempt to get rid of me?
I don't know whether I can expect an answer to these questions, but I kind of hope they get answered in resolute way one way or another if he decides to throw another video at us.
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On the whole debate thing, I can agree with ndkid's last point. We do agree on the basic terms. Something went wrong in this game's development. There's a problem. Josh is trying to fix it; whether one way or another.
I don't really want to believe in the fraud aspect... But that's mostly because I still want to hold out hope that something cool gets produced. It's purely emotional, and I am a sort of stupid optimist whom facts struggle to reach on the best days, let alone my worst. I want to hope something notable gets produced because that would be the best result; Josh would be able to redeem himself after an incredibly trying development and the Kickstarters finally get a damn game after all the bullshit they've been pulled through.
Until we see the end result, we are simply reopening old, embarrassing wounds from a particularly nasty experience from which there has been no conclusion. When one is put through a hellish experience like this one, I don't think I can blame anyone for wanting this all to disappear. Discord without finality is deafening, and even a bad ending is better than none. Finality is it's own reward, since once something is done, it's done. We can look it at it. There's no more mystery or unspoken words left to prod or poke. So, hopefully, if nothing else, something does happen that puts an end to things.
GRAAAH. This is getting hard to type. Sorry. I'm really not good at this whole thing...