So far the game looks great and looks like a lot of very nice features will come. I enjoy the overall design.
One thing I dislike is the demigod visibility. This game has a lot of visual clutter. Units and demigods are rather small in comparison to Warcraft 3 models. I find losing a demigod in the visual clutter can be quite easy (some obviously more so than others.) This is a major problem for general Demigods and I think an overall design issue. If a demigod is in visual range a player should be able to instantly recognize that it is a demigod and what demigod it currently is. In warcraft 3 the heroes were very easily spotted and recognized due to their size and glow. In demigod, this isn't the case with a number of the demigods.
The rook is easily spotted. The unclean beast and the oak are quickly recognized, but can be temporarily lost. Regulus and The Torch bearer are fairly small and easily lost. The Vampire general is the worse because he is barely bigger than the units he summons and tends to turn into mist and teleport around.
I think in general all the demigods need to be larger (being huge is the rook's thing so if you make everyone else bigger you also need to make him a bit bigger to ensure he stands out as being huge.) Being larger than the average unit will help them stand out. Some sort of aura or highlighting could also make them much more visible. A large pillar of light could be an option for your demigod.
Furthermore a hotkey for select demigod (and if you press it twice you immediately snap to your demigod) would be useful. Generals can select each of there individual units this way, but there doesn't seem to be a select demigod only hot key (space bar would be perfect for this.)
Finding your Demigod in the mess that can become the battlefield isn't what the game is about, it is about the conflict between the Demigods. Thus I feel all demigods should be almost instantly recognizable. Furthermore, the art is this game is quite good. The demigods have phenominal models. I find it a real pity that they are so difficult to see when zoomed out to a playable distance.
Demigod has hundreds of units, clashing on big maps. That's far more like SupCom and Total War than Warcraft, or Diablo.
Not that Warcraft had great scale - everything was totally out of proportion and there was no actual in-game representation that the matches were taking place in a massive world. Total War and SupCom had both scale and scope, both have context as well as quantity.
And honestly if you think Halo had scope or scale you haven't played Starship Troopers.
There's a starship troopers game?
Anyway, it's not like SupCom. In SupCom, you can control 500 units. In this, you can control 20. It's like comparing an apple to an Apache helicopter. It just can't be done.
No. I'm claiming Ensemble Studios doesn't have the kind of money to back up its development endeavours that a company like Blizzard does (GPG doesn't either, obviously).
Microsoft backed ES, yes, but they were only willing to spend a certain amount of money on ES. That's why ES is being shut down - they don't feel like funding them anymore (even though the Age series was quite successful in its own right).
My point is that if a game like AoE3 can be played competitively at WCG then a game from a developer of a similar size (GPG is actually bigger) is perfectly capable of accomplishing the same, if it is designed to be competitive.
Like it or not, WCG is one of the highest level venues for RTS there is. Which games end up on the line-up is not determined just by money. If CnC3 was placed on the lineup before it was released, then it was placed there by virtue of its Beta Gameplay. Games are played at WCG if they are deemed to be competitive and entertaining enough to be placed there. Similar selection processes are used for other venues like CAL.
Starcraft, AOE3, CnC, Warcraft 3.
Why aren't CoH, DoW, Rise of Legends, or heck, AOE2 in WCG? Not because they aren't competitive or capable of being so...but because they don't have a large enough player base or community to warrent them being there. SupCom: FA falls into the same category as these games - they simply don't have the community size for WCG to consider them.
However, I'm not saying there aren't other considerations for inclusion, though (seriously, what are Asphalt 4 (Mobile) or Red Stone (PC)?), but popularity is of the foremost importance.
(btw...fyi, apparently CnC was completely fubared balance-wise on release (not that SupCom was either) - its presence in that years WCG certainly was not because it was deemed a well-balanced game at the time)
I can't speak for most of those games, but I imagine AoE2 isn't in there mainly because AoE3 is (or has been, not sure if it still is). As for DoW, I was under the impression it had a fairly strong playerbase (at least as much so as AoE3). The gameplay design, however, doesn't promote micromanagement or fast-thinking. That was my experience with the game.
Playerbase does play a role, I'm sure. But you wouldn't see a game at WCG (or anything like it) if it were a snoozefest or a game where average joe player can go head to head with the best player in the world. In order to be competitive, Demigod needs to have numerous features that allow "Best Player in the World" to show just how much better he is than "Average Joe Plays on the Weekends."
They were. If WCG were about popularity, they wouldn't put games on their line up before they're even released. It's asinine, and WCG, as far as I know, does not employ seers to determine the future ahead of time.
Incidentally, Ensemble Studios weren't killed because they didn't make money. They were killed because that's what Microsoft does - they buy up studios, have them make a game, kill the studio and re-hire the people that are willing to work for less money. It's SOP.
I'm aware of why ES was shut down. The point is, though, they aren't a huge studio, and AoE3, while popular, did not and does not have a very large following. Certainly not greater than a game like DoW or even SupCom.
In any case, this is all a rather massive tangent. My original point still stands: in the current direction the game seems to be headed, it will not have enough depth as a competitive game, nor will it be particularly entertaining to watch. Certainly not anywhere close to the level of DotA. That is a big issue for the developers if they really want this game to be considered highly competitive along the lines of Starcraft, Warcraft 3, CounterStrike, etc.
Quiet the opposite. Simply by being a newer game, with better graphics and cleaner design already makes it more entertaining to watch. See CS 1.6 vs CSS - the hardcore players wanted to stay with 1.6 (because let's face it, they're afraid of change like a vampire of sunlight), but the sponsors and the viewers forced them to change to CSS. Noone wants to watch Half Life 1 nowadays when there's an alternative - just like noone wants to watch Warcraft 3 when there's an alternative.
Well, I agree with you about newer graphics, but you're missing my point.
DotA is more entertaining to watch than Demigod because it's clearer what's going on, and it's also more colorful (I'm not sure how you could argue that point...the WC3 engine is simply more vibrant - Demigod is in fact rather dulled in terms of colors, I'm not sure why). Again, it comes down to unit silhouettes and what not. Take a look at a screenshot of Starcraft 2 and then play Demigod. The difference is pretty clear.
[quote who="PossiblyImpossible" reply="9" id="1985887"]Well, I agree with you about newer graphics, but you're missing my point.DotA is more entertaining to watch than Demigod because it's clearer what's going on, and it's also more colorful (I'm not sure how you could argue that point...the WC3 engine is simply more vibrant - Demigod is in fact rather dulled in terms of colors, I'm not sure why). Again, it comes down to unit silhouettes and what not. Take a look at a screenshot of Starcraft 2 and then play Demigod. The difference is pretty clear.[/quote
I see your point, and your right for a part. Demigod can be confusing; a lot of friends I show get turned off, because they don't get whats going on.
http://www.demigodthegame.com/images/screenshots/Rook_bowling_with_towers.jpg
vs
http://www.starcraft2portal.com/store/blogs/media/starcraft2_06.jpg
In any case, this topic is semi-moot until we get some actual General UI functionality in, atleast in my eyes.
PS.: Yes, there was a Starship Troopers game, two in fact. An RTT that was heavily based on the book and an FPS that was movie based but jacked up the action by an order of magnitude. You should try them.
Way to pick a SC2 screenshot from wicked early in the development.
Watch this video, narrated by SC2 lead developer and an ESport Announcer:
http://www.starcraft2.com/features/battlereports/1.xml
Here's a better SC2 screenshot:
http://sclegacy.com/images/uploaded/starcraftiinews/ss105-hires.jpg
Oh, and that Demigod screenshot is really cool. But how often do you think you'll be playing at that level of zoom? Practically never, if you want to actually know what's going on and play well. Personally, I'd love it if Demigod could be played well at those kinds of proportions.
Hi all, first post
I agree with lifekatana, this is'nt a scale problem but a colour problem. Demigod have the same base color as the terrain/map. For example in W3, the contrast beetween green terrain and flashy unit is important.
I think you are right, colors have a lot to do with it, but I think so heroes could really stand to be enlarged. Lord Erebus is extremely small in comparison to the other heroes. I think even a 10% size increase could really help the smaller ones.
Yea, Erebus is really tiny.
Wow.. what a thread. lets just say we can't see the damn demigods. They are lost within the mix. Hell sometimes I am in the middle of creeps and I don't know where the hell my demigod is.
I think a good analogy is to look at how Blizzard decided upon the colour scheme for Diablo III. Originally they were going to go for a darker palette, but they discovered that with more colour its easier to tell what's going on due to the contrast and by adopting a crisper look. Graphical assets should communincate information well first, and look good second, imo, and atm I don't feel the Demigods are distinct enough from everything else to achieve that.
Exactly. That's more or less what I've been trying to say.
You are aware that their whole "Diablo 3 colourscheme more contrast" arguement was bullshit right? It's been proven repeatedly that you can have contrast as well as a traditional Diablo look at the same time. And let's not forget their incredibly wrong statement that "you can't do dynamic light circles in 3D". The real reason for the Diablo 3 look, and one they've already admitted in interviews, is that they want to go lower than M rated.
Whether or not that is the real or sole reason why they did it, the idea that art direction, such as the scale of the Demigods relative to the grunts and each other, should be designed with an eye to gameplay first and aesthetics second I think is releveant to the thread.
Precisely. Function first, form second.
As far as Diablo 3: While the rating may have been part of their art direction choice, I doubt that's the whole story. While some people think they may have "proven" that D3 could be darker and just as clear visually, it still remains very much to question. All the doctored screenshots I've seen have been neat looking but inferior to the actual game screenshots. Not to mention that from what I've seen of D3 so far theyve managed to have dark areas and light areas and yet still keep that distinct Diablo 3 feel. But that's not important for this discussion.
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