49532
« on: September 01, 2012, 10:27:51 pm »
Have you ever seen a god killed, even when the rest of the world has been dead for ten thousand years save for mere animals?
That happened to me once, with accidentally removing caverns from the advanced worldgen and having it generate 10,000 years. One kobold civ, one dwarven civ, both starved within a few years. The gods? They were hunky-dory, watching a parade of allegedly-significant animals settle in lairs and die of old age.
Mortals are unlikely to worship a deity which won't give them anything over a dragon or demon or something which will kill them if they don't worship it, and can use some supernatural abilities besides.
Curses, miracles, just proves my point.
Okay...
My first original point was never addressed in either part.
My second was only partly addressed, and that assumes that the gods are using the full extent of their power (or close to it) right now.
My third was not touched.
There are still other points.
-How the heck would you manage to simulate a world of mortals in anywhere NEAR the level of detail Toady would want, especially once we reach situations involving player-created forts and adventurers?
-How would you convince the player to do what the mortals want? Again, DF gods don't seem very dependent on prayer as of yet, and they might never be. Even if they are, there's always the ever-popular "no more flooding of the entire earth if you worship me, just flooding parts of it" promise (or a variation thereof).
-How could you simulate the abilities a true god should have?
-How would you simulate realistic rebellious worshipers? That's pretty important, as aside from the direct intervention of another god they're the only challenge you'll get.
-How would you make "God Mode" fun, Fun, and interesting?
-Above all...Why? DF lacks a god game mode, but it also lacks MMORPG and FPS modes; should we give it those, too? Running a fortress is as close to being a god as DF needs to be.