How is GPG designing Demigods?

Reason why this is in the Idea Section is because i don't want to know the nit and grit of the design process but what i would like is if GPG is actually taking our ideas from this section and tweaking them into reality or if they have their own super team of designers doing their own ideas?

if it is that latter (and i hope it is not) then i think its probably a good idea to let us know rather than have many talented people waste their time and energy on something pointless.  however if the ideas are being seriously considered i think it would be nice to be given a heads up of certain ones that have peaked the Dev's interests to more intense disussion can be done as well as balance, appearance, and gameplay issues that players have for or against such ideas.

a good idea has to evolve and adapt with lots and lots of input (3 years in a Bachelors of Arts talking here) and being able to focus on one specific ideas or spectrum is always efficent that hundreds of single flat ideas.  with the Demigod Master List pinned up now we (as a comunitee) have lots of ideas literaly at the Dev's finger tips so why not help the progress along even more with highly developed and discussed ones that can be almost skip months of planning and go straight to the programmers. 

since SD is saying the reason behind delayed devolopment is because of limited reasourses (about $100,000 / Demigod was the figure i read) then making the development process as smooth as possible seems like a win-win situation.

anyone else feel the same?

2,700 views 10 replies
Reply #1 Top

nat first i didnt suggest because no modding and gpg had demigods planned already if i remember correctly and if not they probably could make better guys, but if modding comes ideas are good to put up and then a modder can help the designer

Reply #2 Top

First step: They decide to brainstorm a new Demigod.

Second step: They buy lots and lots of beer...

Third step: Nobody quite remembers this one.

 

:fox:

Reply #3 Top

With some help from SD???

In one of Brad's video's about the 108 hour week, i seem to recall Brad pointing a screen with a modelled Demigod on it.

Perhaps SD are lending a hand to speed up the process?

The level of detail in the DG's is pretty damn good.....i could not even imagine the amount of work that went into one to get looking as it does.

@Kitkun...you forgot the Fourth step: See step two.....

:P

Reply #4 Top

First Step : Work on Supcom2 for 7 hours.

Second Step : Work on Demigod for 1 hour and maybe look at new Demigod ideas for 5 minutes.

Third Step: Go home and repeat tomorrow.

Reply #5 Top

In one of Brad's video's about the 108 hour week, i seem to recall Brad pointing a screen with a modelled Demigod on it.
End of quote

That was from Elemental.

Reply #6 Top

New Demigods?????? 8C

Reply #7 Top

I would be very surprised if any of the ideas recommended here actually became reality.

Don't get me wrong, some of the posts here are very high quality (some of you should work for GPG, seriously), but in my experience, game developers very rarely (if ever) implement player ideas.

Part of the reason is developer ego. If the developer is implementing a player's idea, that's pretty much them admitting they were not good enough to come up with any good ideas and so had to "borrow" or "steal" ideas from players.

And the other part of the reason is, if they implement player A's idea, how are they going to give them credit for it? What are the ethical and/or legal considerations to take into account?

Taking player ideas and implementing them is too complicated, which is why most companies don't bother.

Reply #8 Top

but in my experience, game developers very rarely (if ever) implement player ideas.
End of quote

 

see, this is what i'm afraid of.  in any other game or genre this would be perfectly acceptable and having and idea section in that sort of game is almost useless.  HOWEVER,  this is RPG/RTS tower pushing map bases (on many levels) on DotA, and the main reason that DotA is so popular is because of content...  its not clan support... or rage quitting... or friends matches.  its all about content... in characters and items.

many of these characters in DotA have been build and discussed and even designed to some extent by players.  in fact versions 1.X0 come sout every 3-4 months which come with usualy 2 more characters and major changes to already existing characters.  and all from volenteer... who get $0 revenue from the sales of WC3.

if GPG (not you SD, u'r doing a great job) want this game to endure the tests of time then they really need to start involving the players (specificly in the Idea section) in the design process even on a very basic sketch board level.

Reply #9 Top

I think the problem there is that GPG makes molasses look fast.

 

:fox:

Reply #10 Top

Quoting Kitkun, reply 9
I think the problem there is that GPG makes molasses look fast.

 

End of Kitkun's quote

i know why they are so slooow: They are not using Emacs.