Dude, you just officially became one of my favourite people on the Stardock fora.
You used fora instead of forums! And thanks. I must say that I absolutely loved your post too and thought it was absolutely dead on and very well written, indeed it was one of the few posts of that length I didn't just cut to the concluding sentences for a synopsis.
While we're promulgating this mutual man-love society, it's the plural of a forum. It's fora! Has the decline of Classical education fallen so low in this great country that we can no longer decline a noun properly? The heart breaks at the loss.
(Yeah, my time in High School translating Catullus and John Dee has lingered with me, lo, these many years. I've exceeded all sane geek-limits.)
Back to (mostly) serious:
I must agree with most of that post. Way to express the viewpoints of those of us with no desire to make 'not getting carpal tunnel syndrome and still clicking like you want it' a major skill in a game. I'd much rather a game promote quick thought than quick clicking. A few frenetic bursts when you're trying to get all your abilities off before the stun wears off, sure. However, I'd like to think that deciding on the right place and time to press my attack is worth more than my ability to rattle off all the torchbearer's abilities in 5 seconds flat.
Now, there's a legitimate question to bring up, which is "How do I convey my intentions and results of quick thinking to the computer, representing it, without quick clicking?" which I think is a hugely important and meaningful question in design both to ask and to answer. In terms of Demigod, the way that seems to manifest best is in a few places:
- In selecting skills, skill paths, and items (which will actually become less fast-click obsessive once you can do so during death)
- In deciding where and how to advance; move-then-attack, attack-move? From what angle? Can you use the corner to your advantage to avoid the rock-throw while fire/ice-raining or sniping?
- Do I target the zergs or the demigod there? Is it worth taking the inevitable death by said hero to strip the zergs off while mine are rolling up?
(Whew, bullet points. Thank ya, Jesus.)
Demigod has a huge opportunity to focus, even in Assassin play, on strategic usage of resources and allocation (buy now or later? This or that?), positioning and resource denial, and the auto-attack. Generals should be that but moreso, which should be even more craziness and over the top epic fun for we considering types.
I just realized I'd never said how I feel about the scale of things. My own feeling is that I could use some extra epic; I might start by multiplying the size of buildings by 1.5x or so, and the Rook by 1.25x. Keep Regulous just slightly larger than the basic or second-wave zergs, nudge the Torchbearer up just slightly. The buildings should just tower over the Rook slightly, and Regulous really profits from being "human scale" in the sense of his design. There is some real issue with telling enemy demigods from friendlies; it seems to me the obvious first cut at a solution there is to give each side a bit of an alpha-layer shimmer. Gold for good, Red for evil, or something equivalent. It'd be immediately obvious which heroes are which at a glance without anything as unwieldy as icons, which wouldn't seem to really fit the theme. I don't have trouble telling zerg from zerg on the map (as I ask myself, "Is it hitting me?") but making the textures on them slightly less muddy in the black/white design wouldn't hurt my feelings overmuch.