Demigod Developer Diary #4
-
Category: News ArchiveHits: 848
Our design decisions were predicated on wanting a game that was quick to learn but difficult to master, which is the goal of most - but more to the point, we wanted one in which players can sit down and be decent at within an hour of starting. They'd still lose to those who have learned the subtleties of Demigod, but in all likelihood, would understand why they were defeated.
We also had to make a game that people could enjoy without human opponents the computer. As much as we like multiplayer, we needed to have a good single-player experience, which meant we had to make an AI that could entertain people. In turn, this meant having game mechanics that are intuitive and transparent. When the computer wins, we want people to be able to see how they lost. Plus, to have an effective AI, we need to have a game with rules that are straightforward. Chess AI, for instance, is very good because the possible moves are very clear-cut.
To put it mildly, Demigod isn't your father's strategy game. It's something quite different. It's certainly turning into one of the most fun ones I've ever played. The more we get into it and the more we talk with other players, the more convinced I am that it is setting itself up as being one of those releases people play year after year after year. It mainly depends on what their expectations are going in.