Still waiting for an answer to my question in this thread. I think a lot of other people are too. In case you missed it:
People have concerns with Peter's history of over-promising and under-delivering on promised features of games. Given that this time you are asking for money upfront how do you respond to those concerns? Why should people give you money based on promises? Sell this game to me.
Or you can ignore it again which is an answer in itself.
So I'd like to answer the first part of your question with my personal opinion. Yes I represent 22cans since I work there and own shares - but it's important to mention that behind that name there's people. I don't use an alt on here and no nickname.
Peter has done some really amazing games in his career, games that have given me months of pleasure. I also know from having been his friend for nearly 15 years and having worked with him for little under 9 that he is extremely passionate about this industry and that he has the industry's best interests at heart. It's fair to say that this passion doesn't always translate into everything working out the way I imagined it to be, or how he explained it when I read about it. I've had this happen to myself, but joining a game development team, made some way to understand the why behind it.
Game design changes all the time. Some movie directors do all their prep on paper first before shooting or editing anything, the end result is identical to what was put on paper. Others ad lib on set, an opportunity arises in the moment where a shot or scene works better than what was planned. A similar process happens in video games, but instead it's done through playing the game over and over again. Not everything the man has ever said has always been implemented or become the feature he and everyone else imagined it to be. But hey...I think it's better to fail while trying than to never have tried at all. You can see a lot of the ideas (old and new!) he did manage to put into a game now be a staple of what we consider the interactive entertainment industry to be. No doubt there's several others who did the same thing and who are still doing this - but there's also a large amount who have left the games biz altogether now and that saddens me.
On the one hand people want innovation, but when the dreams that drive that innovation shatter or fail for whatever reason (budget, time, technology, priority or fun-factor) then we as an audience cry. I know I do it myself some times. The worst culprit in my view is the discrepancy between the different aspects of a game's promotion. In the old Black&White days it was pretty straight forward, if you drilled down with the developer features were extensively detailed in their explanation. Blue Byte with Settlers were the same, as were Origin and Ultima. Nowadays a developer chat on Quakenet is as rare as a French boeuf tartare, but reddit has picked some of this up and it seems the independent game development industry is re-discovering this kind of direct communication with its community and Kickstarter is a unique platform.
Now for the second part of your question to 'sell the game to you' and I presume you mean pitch my and 22cans' Kickstarter for GODUS. The following is a blurb introduction written by Jack who's the second designer on the team (the other being Peter). Jack's a wonderful guy, but once he sets his teeth into something he doesn't let go, especially of it comes to design. Seeing him and Peter talk and talk and talk about GODUS and Curiosity before it sometimes is gold dust, sometimes drives me mad! Anyway here it is; un-edited.
As a god your destiny is to spread your name throughout the world, but you are only as powerful as your following. Using your ability to sculpt the land, you can create a habitable environment that will allow a population of believers to flourish. In your crafted utopia you may wish to grow as a god in the face of various challenges that effect the population, and watch hundreds of individual followers live out their lives with dynamic and captivating behavior. If you choose to spread out to concur more lands however, you shall confront other gods with their own civilizations of followers. There is only room for one god, so prepare to guide your worshipers into battle by affecting the world around them with your god powers, then watch your followers rein victorious across the land.
Half a living sandbox world, and half a strategy game, players can choose to explore the power of the almighty how they wish. Whether its granting the power of life and blossoming the world around your believers, or using godly powers to wreck havoc through natural disasters to defeat the armies of other gods, prepare for the ultimate God Game: Single Player, Multiplayer, Cross-Platform gameplay, sandbox worlds, strategic battles, living populations, and the power to create, change, and destroy the very structure of the world.
The last 5 days Jack has been recording these design meetings and we've been posting them on YouTube and as an update on our KS page. I'll only post one for now but you can find the rest of them on YT or KS.
http://www.youtube.com/watch?v=rKP2qoY2tac
This is the first of five videos that we will be releasing this week, the 22cans Design team revisit the previous games in Peter Molyneuxs career that have inspired Project GODUS. From the land manipulation and power of Populous, to the digging and expansion of Dungeon Keeper and onto the tactile interaction with a living world on the vast scale of Black&White. Peter and Jack share with you how the past will form the future.
This is a concept image of what we'd like the game to look like, it's still early days in terms of protoype but Fabs one of our programers is working on something. Sadly, he's been of ill the last few days.
One idea that Peter and Jack spoke about in another video and asked feedback for is on the idea of troublesome followers; characters you will find who give you bonuses;
Immortal Bob - He is almost utterly indestructible; with a lot of funny lines (idea directly from B&W) and you have to find the way to kill of Immortal Bob to get that belief bonus.
Suicidal Sid - He just wants to end it all, he will rush to nearest cliff and - like a lemming - dive off. If you keep him alive you get a bonus.
Fragile Fiona - She's the opposite of Bob, the smallest shock and she'll kick the bucket (Monty Python inspired) but if you keep her alive long enough you get belief bonus.
We love the humour or is it too trivial.
Oh please.
The only reason 22 Cans are getting any exposure at all is because they're using Peter as the PR front man to leverage his gaming and press legacy to get media coverage for his latest endeavour.
Without that they are just one of many gaming/tech startups with nothing to differentiate them from the rest.
There was nothing stopping 22 Cans putting Godus on Kickstarter as a new game idea without attaching it to Peter and his previous work. But of course they chose not to because without him it would not get any exposure and definitely wouldn't be funded.
Ehm...without Peter the company wouldn't exist. He founded it and has personally funded it since the beginning. He also personally funded the development and monthly bandwidth / server cost of Curiosity. Peter invented the god game genre with Glenn (or stumbled upon as they put it), it's ridiculous to suggest he wouldn't be allowed to put a creative project for GODUS to the Kickstarter and Gaming community, simply because he has had a career that spans more than two decades.