I'm going to give voice to the heretical words which have frequently been pressing in my mind of late, and I'm certain they'll lead to my opinion being considered apostate and the bulk of those who've been loudest and most long-winded on this forum looking to lash me to old pines and burn me alive.
And those words are these:
I have no interest in Demigod being made into a prettier DotA. More importantly (from my perspective), I am not now nor have I ever been a DotA player. I've never liked the obsession with go-faster, with pointless elaboration for no real gain in gameplay, with proving their hardcoreness by berating others for not being go-faster enough themselves, with some perverse idea that if a RTS game is anything other than DotA that it's inherently inferior.
- Demigods which start out significantly stronger than the zerg are not bad. I realize that starting out as barely more powerful than a little zergling is state-of-the-art in DotA. Demigod is not DotA.
- Games which run for shorter or longer times than what you're used to in DotA are not bad. Demigod is not DotA.
- A small map size that doesn't take twenty minutes to trudge across is not bad. This one's particularly galling given that this is Beta 1 and the bonus to gameplay is not the addition of maps which are large, but maps with complex pathing, multiple-splitting lanes and so on. Demigod is not DotA.
- The lack of a complicated, twitchy sub-game of item recipes which require you to remember more lore than the CNC Organic Chemistry reference is not bad. Demigod is not DotA.
- The lack of obsessive micromanagement of your hero and focus on a broader understanding of the battle and positioning is not bad. If last-hitting and pixel-level control of your character is a necessity to play well, the game is not accessible. Demigod is not DotA.
- Not taking two hours to play an average game is not bad. While I realize that not having a life is considered de rigeur for gamers historically, let me point out the games with the biggest sales for the last decade or so are the ones where dipping in and out amidst a busy lifestyle is doable. And thank Hades for that. Demigod is not DotA.
I am not a DotA player. I never have been. I will, thank the powers of Hell, never will be. If, in fact, the majority of beta players for Demigod are DotA players, then Stardock / GPG need to do some extensive outside-the-group testing when they get to the point of deciding on gameplay flow and refinement. Demigod is not DotA, nor should it be. It must be it's own thing with strong differentiation if it wants to make it in the marketplace. You might ask, "Why try to redesign a game and improve on it when theres already a wildly successful model that works beautifully and draws massive amounts of players...all in a 3MB custom map file for a game that came out in 2001." Partly because the number of players that are into DotA aren't enough to sustain a commercial game in today's market? Because ripping off gameplay entire from an extant game is not only cheap but insulting? Because -- and I know this might be hard to believe -- DotA isn't the end-all be-all of "AI zerg army" gaming?
I've followed a lot of GPG and Stardock's games over the years. I have faith that between them, they can create a game that breaks new ground, conceptually and technically. I've seen them do it. I have no doubt that they'll continue doing so in Demigod and the inevitable expansions thereof. I've already expressed that trust in the most powerful way possible: With my wallet.
I would hate to think that just because I'm not a DotA evangelist that my opinion isn't thought of as important or meaningful.
Things I'm happy to see in Demigod:
- I can be powerful from the beginning. I'm a demigod, by Crom, and I can bloody well prove it! Out the gate I can blast my enemies with fire, put a bolt through their noggins, or stomp them flat by the tens. And it's only up from there!
- It doesn't take ten minutes from starting the game to getting where things are interesting. I can walk out just a bit and start impressively laying waste!
- I don't have to concentrate on hitting just-so on this zerg or that zerg. I can stomp my way to a good position, then trust the AI will Do The Right Thing(tm) while I focus on dropping the right skill at the right time for impact. I can strategize, not be a tactics monkey.
- I don't have to know sixty+ characters, all their hard and soft counters, and an entire library of references on items to play the game. I can jump in, beat the crap out of things and actually work my way into gameplay without having to be a reference text.
This is Beta 1. If it's anything like the Sins Beta 1, things are in for a huge overhaul between now and release. (Though to be honest I'd like to see Demigod's beta cycle be made up of more, shorter betas. More fluid evolution with feedback seems to me more useful.) That established, I'd love to see gameplay move away from DotA'ish things rather than toward. It's a huge, explorable gamespace. Doing the same thing is not only boring, it's done. Time for new things.
Things I'd like to see in Demigod:
- I'd like to see a couple of Generals soon. They're why I'm really interested in Demigod, truth be told. The fact that my preferred style of play (rear-guard / support / building) is promised alongside my friend's favoured style of play (action-RPG agressive) is one of the biggest reasons for me to buy the game. I can't be the only one.
- A sample of one of the 5x5 maps. We've seen screenshots, but the engine seems to be really, terrifyingly stable given its release status. If we're really going to beat on it, clearly we'll need a bigger stick.
- In line with the above, an active setting for increasing the flow of the zerg through the portals. I can't be the only one who wants to double the flow rate and wade right into a huge bloody mess of ugly.
- Some kind of contracting bar that displays the time / threshold until your next wave of zerg comes through. I hate to be standing out front with my pants down and the last of my wave dies around me with no idea how long until the next bunch rolls through.
- Some Generals. Wait, I said that.
- The unification of your rear-base shopping mall into a couple of buildings. I like having to either die or walk back to gear up; that's fine. But as is buying things is a right PitA.
- A bit of documentation on the zerglings and powers. Even with a general idea of what I want to do, I'm spending time mouse-waving to get effect ideas. Zerglings need a mouse-over tip which defines a short description of their role and some general stats. (Use the Fudge-esque Poor/Average/Fair/Good/Great/Superb instead of hard numbers for bonus points.)
- Did I say more Generals?
Bug-wise, I don't think I've anything to report that hasn't been me-too'd into dead horse material. It's been disgustingly bug free for what passes for many companies' releases; that it's an early beta should make everyone sit up and take notice.
In short and in summary:
Demigod is not DotA. Don't ask for it to be. If you have the urge to do so, stop, consider, and ask yourself, "How can this be made less like DotA and more fun?" That's the kind of thinking that pioneers and improves.
Besides, if they feel the need to borrow from an older game, Majesty would be a good call. Just sayin', yo. (And, yes, I know it's due an updated release in short order.)