Quoting pacov, reply 26
Quoting Frogboy, reply 26I hate seeing Demigod painted as if it were some sort of failure of a game.
agreed - my all time fav game. Totally wish you'd sell impulse (step 1 complete), buy the ip rights to dg, and change your business model to support a f2p game and collect billions. Let me know if you decide you want to hire a fanatic for this sort of thing.
meanwhile, back in reality - brad, I'm curious, have you seen any of the gameplay with their new game? I'm intrigued, but really think they are painting in really broad strokes. It's like it could be a really amazing game that I'd love or just some goofy smeh.
The challenge with the Demigod IP is that people seem to think it "failed" when in fact, it was quite a successful game. It only seems like a disappointment when people try to retroactively claim it was supposed to compete with LoL which is ridiculous. It was supposed to be a tight RTS game with MOBA game mechanics. It was never ever designed as a competitive league game and would require a rewrite to become one.
What was amazing about Demigod is that it essentially demonstrated that you coudl take Supreme Commander's engine and with relative ease turn it into a very different game. And it remains one of the most visually stunning games out there.
But like i said, the IP has a lot of baggage because people seemed to be looking for reasons to pile onto anything that looked bad for GPG. You'd think that Demigod shipped "broken". The only area it was broken was that *internet* IP based multiplayer was hosed for the first few weeks and if THAT is a criteria for damning a game, then Diablo 3 is a "failure" as it had simuilar problems when it first shipped.
Connecting tens of thousands of people at once on differing connections worldwide is very hard to do. Obviously, if we had had to do it over again with the benefit of hindsight, we'd have done it as F2P. But back then, retail was king. It was the primary way to get games into people's hands. If it had come out even a year later, we could have done F2P as a massive beta and ironed out the network scaling. But that would have required us to think of Demigod as a F2P, online competitive game rather than as an RTS with Dota-like mechanics.
I've always wondered if a dual-track model would work.
Make a FTP limited model, but then offer a full-price model. You'd lose money on the whales, but gain money on folks who don't want to keep chugging along bit by bit, as they'd know they'd get everything for one price.
The main reason I've never gotten into a FTP games are twofold
a) A ftp model has to be unfun if you don't pay up. If the game is fun without paying up, people will just not pay. There was a scrapped NCSoft game called Exteel which was super-fun, until they put the pay stuff in, then it sucked because of the grinding.
I just get skeptical of the money value of these games , as you're going to be constantly paying. Compare that to a traditional game, where for $40 I can get 100-200 hours of decent to good quality gameplay.
Maybe it's where ftp came along at the first time in my life where I feel more time-poor than cash-poor, but I just don't get the appeal.