RTS
- In an RTS game, you often build a base. Not so here, it's already built.
True enough, though upgrading the base is a fairly large part of playing.
You plan troop movements. Not so here, they always move according to a predefined pattern.
True enough also, though you can influence movements by either killing minions in a cooridor or leaving them alive, thereby influencing how far your minions advance
You attack from the flanks. Not so here, you are forced into narrow corridors.
You don't attack from the flanks? Really? 90% of my demigod kills are flank attacks, just travel down a different cooridor and loop around behind them. This generally requires the front towers to be down, but that's not too much of an issue
You plan ambushes and lay out traps. Well, if you're Regulus there are mines, and then there's the portal-cap-and-lock tactic, but that only makes a difference if you have catapults.
Again, ambushes are a large part of my game. Gotta love it when an enemy demigod turns to retreat only to run into a trap (mines, towers, any flanking demigod, mist, etc). And, though I'll get into this more later, it's really easy to cap and lock solo without catapults if you play as the right demigod (rook or oak). I played one online game where I solo capped both enemy portals as rook, with just priests supporting me, simply because I had enough HP/armor/regen/eat towers to walk through their static defense unimpeded and my ally was good enough to pin down both enemy demigods. In fact of the games I've won I would guess in 60% catapults were never purchased, as they're expensive and games that end around lvl 5-8 don't give enough gold to get them without sacrificing other things.
In an RPG (of the light Diablo/Rogue kind) you often build your character and gather items. But in Demigod, this rarely makes a huge difference in the game, because you're never able to take on the enemy base by yourself or even with your teammates. Unless you have catapults.
If enemy defenses are killing you in the mid/late game when you have enough items then you're either playing a non-siege character (UB, torch, vampire lord, sometimes sedna) or you're not playing siege right. Half the demigods in the game are capable of soloing base defenses without problems, and even sedna can built right with the right tactics (hit, run, heal, repeat).
- This is the most apt likeness for Demigod, I think. I did not put the headline in bold, because I do not believe that the developers intended this likeness, at least not in the actual gameplay. Demigod is not as many people like to think, a team sports like football (as another poster on these forums said, your team do not gain additional players when you score a goal in football). The game is not about being fair, it's about crushing your enemy for malicious joy, until they bring in the lions. That is, the catapults.
I'm disagree with one point, when a game has quakesounds (I played CS too long to not identify them as such) built in I'm inclined to believe the developers at least partially intended for the game to gladiator-like
Demigod is an intriguing mix of various prooven game designs. However, the current blend leaves a bitter taste in my mouth, with the game failing to use the best of what each genre has to offer, and instead creating a repetetive and poorly varied gaming experience.
I must disagree. I've played a number of games online, all using the same demigod and the same strategy. Not a single one has had even a slight resemblance to another. My first game was a balanced match until I managed to backdoor them with rook, then it became a curbstomp. My second started out as a curbstomp and got worse for the enemy. My third was a constant back and forth tug of war right up to the end where we managed to kill the enemy citidel as our own hit 3/4 health, etc. If by repetative you mean, demigods always fight and never cook or something, then I agree, but I have not yet had a repeat game, even against AIs.