I was too lazy to search for any English news articles about it
.|||It sounded more like they were thinking about it rather than an actual announcement.|||Pleeeeeeeeeeeeeeeeeeeeeeeeeeeeease GPG!Demigod is such a good IP. SupCom2 showed everyone you can make a game that holds together. Demigod 2 could come together so nicely. Its just more fun to play with a team than an RTS is like SupCom2.|||I dunno.. does demigod really have a place in the market?
They tried to go for a post DoTA game when other such games were only getting started, but now theyre out and established.
Anyone who would try DG2 are already playing some other DoTA game, why would they want to play something that never really had a competitive community in the first place?
Unless DG2 keeps most of DG1 and just focuses on an extensive singleplayer/coop campaign or something. I guess that could work.|||Also, didn't most of the development team leave?|||AdmiralZeech|||I'm interested in seeing a DG2. I thought the first one was pretty fun, but changed in direction (due to Scathis leaving) after I pre-ordered to something I didn't really want to see.
I really hope that any DG2 or expansion to DG1 heads back towards making Generals play much more like an RTS.|||Col. Jessep|||AdmiralZeech|||AdmiralZeech|||GPG is has way more experience than either Riot Games or S2 Games. They just need to put their heart into supporting a game like this. Those 2 game's success clearly shows this genre has financial potential.
GPG has some of the best art designers in the business. Demigod's graphics were GPG's peak as of now. Demigod's audio was way better than SupCom 2's in my opinion. In terms of production values, GPG can really produce some great stuff.
Demigod 2 would need the original cast, plus another 8 and at least the amount of maps of SupCom2. You guys clearly can develop that in the time it took you for SupCom2 and Demigod has no campaign and much less art assets than SupCom2.
GPG just really needs to devote itself to supporting a game like this. Maybe change the business model or maybe just keep adding DLC I don't know. But Demigod more than any other IP GPG owned had the most potential. It just needed more love. Demigod got shafted in the turmoil the company went through in 2008.
You're right Chris. Do a really great job with the sequel and I know this can work out.|||I hope it'll have a campaign, with a decent story. You know, for the lulz.|||Legion Darrath|||I'm surprised GPG would consider Demigod 2 when CT said that Demigod is the reason his kids likely won't go to college.
. The problem in Demigod is/was the connection facilitation. This problem is more or less alleviated by Steam in SupCom2.|||yeah demigod 2 via steam and some good clan support = win|||Spooky|||Quote:|||If GPG announced Demigod 2 I'm sure we will list improvements to be made for them to make their work easier! =P|||I don't see there being much room in this market atm.Edit: Ok, I'll be more constructive.
Demigod was a show of graphics and nothing more. There was absolutely nothing else worthwhile about the game except it was aesthetically pleasing.
Maps: They sucked. They were terribly laid out, removed the jungle/fog of war or even brush (used in LoL) aspect of the game that made games more interesting. You never had to worry about being ambushed in Demigod if you were competent. This made the game play slow and boring.
Items: LoL and HoN both proved that recipes can work and be intuitive, you just need a UI that gives players the relevant information of their choices. LoL does this very will IMO. Demigod's itemization was horrendous. You only need to know about 10 items that you'd basically use for just about everyone.
Flags/Control points: I guess you could consider this like the rune spawn aspect of demigod or the neutral buff aspect of LoL. I'd rather see it work differently than it did in some way. Not sure how but something better than I stood here for 5 seconds and capped hah! Now you're coming to get it and I lock. Meh. I personally prefer LoL's method over HoN/DotA's runes also.
Standard Game Size: LoL/HoN/DotA all use a standard gamesize of 5, although LoL also has 1 3v3 map that plays a bit different but works ok. I think a standard game size is important to building and balancing the game. What was Demigod? Who knows. Most standard play IMO that worked was either 3v3 or 4v4. Problem was, the maps were terrible and uninteresting. They offered very little option as to movement around the map and how to play them compared to the singular maps of the other games. The other games have more depth in single maps than Demigod had in several, kind of a problem.
Balance issues: Really need to be more of a priority and not take ages to fix. Seriously, how long did my team dominate and alter the whole meta when we started the garbage minion builds? Yeah, took way too long to change that broken ****.
Server/Client vs P2P: Just use server client.|||It really seems like the best competitive FPS/RTS/DoTA style games succeed because of careful map design. (usually due to a community effort, or one by a competitive organisation, rather than the original developers.)
I think game companies who make competitive games would be wise to learn this lesson. At least give map makers the tools to make ugly but playable maps. You can ask them for permission and pretty up the good ones with fancy 3Dness later on.
Hmm, did SC2 clone any famous community maps from SC1?|||RapierX|||I liked it until I found out just how bad it was in comparison to the others. Also dominating the complete lack of competition gets pretty boring tbh.|||RapierX
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