A little over a month ago I first posted my review of Godville [Free] and was entirely amused by the concept behind the game. In essence, Godville is barely a game at all, as your interaction with the world is limited to either encouraging or punishing your hero who otherwise just goes about his business. You play as your hero’s god, and the “game" basically consists of you reading the events that transpire in your hero’s life. Depending on how you treat your hero either through punishment or encouragement, your hero will either be a cold hearted bastard killing everything in its path or a happy go lucky lover of all things living… Or something in between.
Godville is a community driven game, and once your hero reaches level 10 you’re able to participate in the idea box. You can submit ideas for items, equipment, quests, enemies, combat actions, and tons of other things. Users then vote on these entries, which are eventually implemented in the game. Initially, the adventures of your hero in Godville when the game first launched were fairly repetitive, but after a month of idea box submissions from users, the game has only grown more amazing.
Not only is Godville getting better from user submissions, but the developers have been hard at work releasing updates both to the Godville client itself, and the web-based backend that powers the whole game. Special artifacts are one of my new favorite inclusions. These are new items that your character will loot from monsters or win from duels that have special abilities. Of course your hero is entirely too stupid to operate said artifacts themselves, but you can spend your god power (otherwise used for punishing and encouraging) to have them operate the item. These items can teleport them back to town, put a gold brick in their inventory, strike a death from their records, and many other things.
The amusing part of all this is that if you don’t catch that your hero has one of these special artifacts in their inventory, chances are they’ll just give it away, sell it, or otherwise get swindled out of it before you even have a chance to use it. Even if you do use it and it has some marvelous effect, they’ll usually just hawk it for beer money anyway. How little control you have over your hero is part of what makes Godville so much fun for me, as my hero almost never does what I want him to do, but seemingly has developed his own (fairly stupid but evil) personality of his own.
Previous to the recent update, your character would randomly find themselves in duels with the heroes of other players. Now, every few hours, you can send your hero off to an arena to immediately participate in these duels. Aside from potentially humiliating another god with defeat, winning a duel also awards you all the coins that the opponent is holding along with some other swag… This is often lost anyway as your hero’s ego grows and he bites off more than he can chew in combat, then endlessly begs you to be resurrected.
I decided to post about this game again not only because it has had significant updates since our initial review, but also because I’m downright amazed that a game that isn’t really even technically a game has held my attention for so long. Checking up on what my Godville dude is doing has somehow managed to slip in between checking my email and checking my Twitter feed on my phone. Admittedly, when I first tried the game I thought Godville had sky-high novelty value, but I didn’t see it lasting for me as most novelty-heavy games are only amusing until said novelty runs out.
The buckets of creativity being dumped in to Godville seems to always make loading up the game amusing. Initially I only saw Godville as a clever jab at the grind of RPG’s as instead of you spending your time grinding, your hero does it for you. After spending an immense amount of time with the game over the last month, Godville seems to be the most captivating virtual per experience I’ve had so far on the iPhone. If you haven’t yet, you really need to give this game a try to see if it grows on you just as much as it has grown on me.