Demigos is one of the games that havea major focus on Multiplayer that no one even cared to make a campaign mode for it. I am not aware of any sales information but I beleive the game has faired better than Stardock or GPG expected (especially after the medicore reviews due to the early days online issues). I am saying that because there are many basic features missing. No radom hero selection or randomised teams or game replayes for instance. There is also lack of vision of new content stream (#1 concept was a general, then due to popular demand 2 assassins are mentioned instead). That made the game feel like a hit and run more than al long term plan "with plan being a keyword".
Before going to the new content part I have a thought on Stats and how they should work. This maybe too drastic of a change to be applied. Nevertheless, here I go.
Demigod is not an RTS. It is a hybrid of 80% RPG "no loot" and 20% RTS "no controllable army". Hence, the stats should be be reflected like in RPG games not the RTS genre. Meaning that there should be a combat log that is uploaded and parsed to provide the detailed information of what happened in a match. This game is mostly played in teams and its unfair to have player based ladder where luck or personal connectin to form a good team play part of how many games you win.
If we know that this player has done so much damage, killed so many opponents, healed for so much and has captured this many flags. That would be much more than the last outcome of a match and would give alot more useful information about their game.
I understand that it may be too big of a change but it should be considered, maybe for DG2!
On to the new content, I may not say anything new or world shattering. I beleive it is way too early to get any new content (regardless of how much i think the game is lacking in that department). In an era where DLC is king, I know very few games that can make use of this model more than DG.Heck we are paying for much less DLC that a couple of new DGs and maps would offer in playtime and variation. Also there is community generated content. I have seen awsome ideas in these forums for new maps and demigos. Some are even illustrated in simple graphs. Having aquality team that controles the flow of community generated content, that is paid for from DLC sales of GPG generated content. Modding was talked about over and over but I'm not expecting a tool to design heros. This should be done to allow the community to push this game and give it the cult fanbase it deserves.
SD and GPG have a gem in their hands, and I see a fork in the road in front of frogboy:
- Make the gem shine and push it to as a crown jewel.
- Maintain the game state and get user satisfaction by fixing the bugs to prepare a sequel that will be what DG could have been while making more money.
- Lose that gem or maybe throw it in the community hands to create another DoTA.