If user content can make or break a game, will DemiGod have user content?

I noticed from DotA (what DemiGod's idea seems to be founded on) that user content and custom user stuff is a key success factor in the longevity of a game. In other words if we can create custom maps, and custom mechanics (add our own models, or do something to the game not originally forseen by the dev crew) the game can just become that much more interesting, fun, and long lived, since if I get tired of DemiGod the core game, I have DemiGod the user content game.

Look at WC3. Not everyone playing WC3 still plays the core strategy game. Some play the TDs, some DotA, some play RPG-like maps, and some just like the core strat game. WC3 has been out for quite a few years... And is still being played. How many games do you know that can say that (other than Starcraft)

Any thoughts? Especially from the dev team?

8,422 views 15 replies
Reply #1 Top

Counter-strike !!!

Reply #2 Top

You'd have to be a proffessional to make maps as good as the ones we've seen so far.

Edit: Although I have to admit, some of the UMS (use map settings) starcraft maps were the most fun I've ever had in any game. I just don't think the demigod game is built in the same fashion to allow for triggers (which made UMS what it is). Wasn't there some empty folder named mapmaker though in one of the demigod betas?

Reply #3 Top

Although it would save the devs some money to let very skilled users show their talent. We could give them free content with our passion for helping make the game better on our free time.

Reply #4 Top

Quoting Heavenfall, reply 2
You'd have to be a proffessional to make maps as good as the ones we've seen so far.
End of Heavenfall's quote

Not that I've actually seen the maps yet or anything, but generally speaking if the community for a game is big enough, there is usually a relatively small part of the user base that are able to make very good maps as well as willing to devote the time to making them. 

Reply #5 Top

There really is no question that if there was an editor released along with the game, it would help the game a great deal.

However, that does not mean that it is cost-effective or even feasible. The starcraft maps, for example, were built by Blizzard using the very same editor that came with the game. The single player maps could be opened, with a bit of work, from the game files and edited (putting them back in was a different story). If Demigod wasn't built from the ground up with these editors in mind, then we have to ask ourselves how much it would cost today, in terms of both money and time, to release a working editor.

Obviously demigod maps were built using some kind of tools, they didn't hack em togheter in winhex. Hopefully they can be released, in time. But I doubt we will see any kind of editors with triggers.

Reply #6 Top

Quoting scyldSCHEFING, reply 4

Not that I've actually seen the maps yet or anything, but generally speaking if the community for a game is big enough, there is usually a relatively small part of the user base that are able to make very good maps as well as willing to devote the time to making them. 
End of scyldSCHEFING's quote

 

*Grins and casts as side-glance at Col. Jessep*

Reply #7 Top

Demigod maps are modeled in a separate program first (Maya, 3DS Max, etc) and then imported. The complexity of that work flow (mostly using the tools to produce anything of quality) makes an editor useless for most users.

Reply #8 Top

I too strongly believe that Maya/Max may be the only "Editor" we'll get. But that's not exactly a huge loss to many of us on the forums who do know how to use such programs as it is.

Reply #9 Top

If you think that might be good enough to make maps I am excited Orleans =)

Reply #10 Top

Hahaha lame so doesn't look like there is going to be a map editor. Only if Maya didn't cost around 2k i would buy it.

Reply #11 Top

maya 2K? but not the actual version ^^ those is arround 8.000€ without special plugins...

but i think to set up something like a GUI for standard features and create a little editor with that shouldnt be such a big deal. as you want to create your own demigods, you will need to use such software. bur for creating maps i dont think. maybe if you want to use new structures or buildings, areals in background and so on... but for the map in its own not.

Reply #12 Top

Depending on the number of maps released this game doesn't really need user created content.  Much like DotA, there's no need for much innovation in map design - the real innovation is going to have to come in updating the way players interact on a more basic play level.  The map in DotA is AGES old - with minor balance tweaks here and there - but people still play the same 3 lanes, with 2 jungles, and 1 river.

 

I think what Demigod is going to need is new hero releases.  I know that there's been talk of this NOT becoming DotA and not needing new Heroes every month, but really after a year, or less, we'll have all played 20 heros countless times.  A new map, because of the game design itself, isn't really going to innovate the way we interact - new heros, new abilities, new items, etc. will do that.

Reply #13 Top

But that too will cost additional money. So the question becomes: spend the extra cash and give us a good map (and hopefully unit) editor


OR

Plan on releasing a set amount of heroes each month/year for as long as the game is frequently played online, likely introducing balance issues frequently and creating a lot of work for the team.

I know which option I'd prefer.

Reply #14 Top

I'd prefer option 2.  Stardock has an amazing track record of supporting their games.  Giving PLAYERS A hero editor is just stupid.  Everyone is going to make overly powerful heroes that will never be used in actual online play.

 

Do you really think players will introduce less balance issues?  I don't mind a map editor - as I said I don't really think maps are ever going to mean a damn in this game, but a hero/unit/item editor is just ridiculous and fruitless.

Reply #15 Top

I'm one of the 'old' SupCom mappers and I've checked out the map editor that came with the first beta release. To create a new map you will need experience in 3D modeling, texturing, lua scriptig, probably effect scripting and texturing and some experience with the SupCom engine. Small adjustments to existing maps will be rather easy to do (light settings, textures, buildings...) but I wouldn't expect any completely new maps anytime soon.

If GPG/Stardock release importers/exporters for 3D applications like Blender however, I think we might see some interesting new content after a while. New defense structures, rebalanced maps and other small changes are quite possible in a reasonable amount of time. New maps, well, that might depend on the size of the community.

@Pelorn: I'll take a look at Demigod mapping but a new map is too time consuming for now. ;)