I don't think this idea is as bad as people are saying it is. On weekdays, I only have about an hour of free time for games. Having a game scheduled instead of having to wait for a game would be an advantage.
Also keep in mind that the "resources" that would be put on this (stardock) would probably be different than the reseourses use to add features to the game (GPG).
Assuming demigod hits critical mass...
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Scenario #1 (Teams & Auto matching w/Trueskill)
You log on, check to see which friends you have online and which ones that are not in a game already.
Then you group up into a team, queue up to find people to play against.
Search for opponnets feature then matches you up via your teams True Skill to another team that is also online looking for a match. After a bit of searching, you're in a game. Depending on who's online will determine how long the search takes and how accurate of a match up (skill wise).
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Scenario #2 (Clans & eVite of Death)
Prior to when you wanted to play you send out an evite to your friends. Some accept others can't make that time and suggest a new time. Some can't make the new time so you pick and choose who wins out. You then send an evite out to more people and finally get... what 5 people? Or seeing as there is not automatching for teams, 5 people is not good enough you have to find and invite 10 people.
Okay lets say there is also Clan/community forming tools. You've joined a clan and have 10+ people in your clan. Lets also say the tools support forming a team with clan members. So you have your 5 friends and have set up a time that you can all play.
Now lets also assume that the Clan system has a method that lets you challenge another clan to a game. So you send out a 5v5 challenge to another clan at say 8:00pm PST. They can either respond by accepting, decline or suggesting a new time/day.
Lets assume some back and forth happens and after much negotiation (multiple time changes, multiple day changes, etc) a final match day/time is setup.
Outcome A
Day of the match -- hopefully everyone shows up and it's a good time.
Outcome B
Day of the match -- Someone forgets, something comes up, etc and not everyone shows. Back to the drawing board for trying to sync up 10 peoples lives.
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Scenario #1
Pros
- Would match you based on your teams skill (via a method similar to MS True Skill).
- Easy/quick!
- Log in.
- Invite friends to form a team.
- Search for opponnets.
- Does not require any pre-planning
- You can easily plan if you wanted to via tools everyone already has (email, phone, etc) you could plan outside the game.
Cons
- Fails if the game does not reach critical mass and there are not enough people online playing.
- Can only draw from the pool of players online at the moment.
- Dependent on a robust friends list.
- Need easy ways to add people from random matches to your friends list.
- Need easy ways to add previously played people to your friends list.
- Need ways to to invite friends to jump right into team lobbies.
Scenario #2
Pros
- If the community is small (Demigod commercialy unsuccessful?) and it never hits critical mass, Scenario #2 might have some advantages in that if you can't just log on and find people to play against it might still let you get a game going.
- It can prevent the scenario where you logg on and all you friends are already in a game and if you have really limited time it can help avoid this case (of course my argument is that's when you should just play single player skirmish or pantheon).
- More accurate skill match ups.
- Assuming (and this is a BIG assumption) that this schedualing feature has a way to try to schedule against unkown random opponnets.
- If you're in a low population time zone (or low amount of Demigod players) it could help you find more games.
Cons
- Have to spend lots of time negotiating a play time.
- Requires you to plan.
- Requires you to join a clan.
- Might never be able to find acceptable play times with people of the correct skill.
- Possible that the match making of this system does not take skill into effect at all.
- Higher change that match might not actually happen.
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Seeing how every developers goal should be striving to reach critical mass (Demigod is still in the top 10 selling list) and I can only hope that once connectivity is rock solid and advertising starts up again this will only increase...
A developers goal is to defeat the major cons to Scenario #1. Scenario #1 also has far less cons than Scenario #2 and imo far outweighs implimenting Scenario #2.
To me, Scenario #2 feels cluncky and antiquated. It's trying really hard to make more use of Custom games, which IMO are old school and antiquated to begin with. Play DoW2 or any Xbox MP game. Match making should be automated and based on a skill factor (True Skill for example). The negotiation phase for Scenario #2 is time consuming and due to peoples lives, different time zones I can see it being a real nightmare. It's also more work on the users part. Users should not have to work, things should be easy, quick and intuitive and automated for the user.
Scenario #1 takes away most of the negotiation factor due to the assumption that people who are online right now, want to play the game and most likely have time to do so.
-Jara
PS: Custom games has it's place:
- Playing games with all friends (friends Vs friends), I.E. you know everyone in the match.
- Or playing at a LAN party is another great example where Custom games is needed.
- Practice matches for clans/guilds/groups.
But for internet play, custom games should not be relied on much, if at all. The only reason people are using it now is due to lack of any other way to group up and play team games with your friends.
PPS: To me, team based auto match making based on team skill should come first. After we have that, if the developers wanted to add additional support that allowed/support for scheduled match making (I.E. my team composed of 5 friends Vs random opponnets of equal skill at a future date/time), I'd be ALL for it.