Some answers to comments and questions:
Myth lobby - Myth would be our baseline, and we have yet to put a lot of thought into the design yet.
Controls - Yeah we're running controls that are pretty close to myth right now (kindof a mmo myth hybrid camera), but we'll probably try out a range of variations, and or give players configurability, with some presets.
Myth Lobby - By all means explore that. Like I said we don't have a definitive design. It's pretty interesting that the industry generally went with matchmaking, cutting out a huge social aspect. Presumably this is because consoles are the predominant platform for multiplayer FPS, and the sheer numbers of people aren't conducive to meaningful conversation. So, if Deadhold did have a myth-like lobby, or something akin to IRC, how could we keep it manageable? Would people like matchmaking as well?
More chances for comebacks - I think this is something that our ability and relic system will address, but we haven't gone into that much yet.
Tourney and stats - Yes, that's pretty much assumed.
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More complex fighting system - Yes the abilities and relic system extends unit capabilities through the commander, additionally the units will have vastly more choreography and personality, react to their environment etc. This is all possible because we have the power of polygons, skelletal meshes, Inverse Kinematics and behaviour trees.
shadow: Consoles, tablets, etc - fun discussion time!
Deadhold will be PC/Mac/Linux. We went through similar discussions, but it essentially boils down to a few factors:
1) PC gaming is back, with a vengeance. (thankfully) Steam is dominant, and extremely profitable.
2) Making a PC game, and a tablet or console game is making 2 or three games. RTT on a console sounds like (to put it nicely) a nightmare. Tablet _could_ work very well, but again the tempo and response will never match a PC, and pitting someone on a tablet, vs a PC in an MP match would be pretty one sided.
3) In my opinion, multiplayer on mobile isn't mature enough, or a strong enough demographic within mobile. The only time someone might want to run an MP match on a tablet would be on the couch, certainly not the usual use case, where people pull out a phone for 5 minutes outside while waiting for a sandwich. There's a reason why the average game/level time on mobile is easily in the single digits of minutes.
I always imagined that Myth was similar to playing a piano, and I always loved it when I felt like I was "in the zone". Its hard for me to imagine any other input than a mouse and keyboard achieving that. We do like money (its useful), but I think part of getting to the "money hats" level (imho) is knowing where a game's strengths lie, and on what platforms it shines brightest.
I'll throw out some other random high level ideas/categories:
Persistence, Progression, Skins and Armor (cosmetic), Custom cheers/taunts, Different and more complex behavior, chaining orders to units (walk along this spline, attack this unit with harassing behavior), unique attacks for specific units against others, ragdolls, different unit abilities and ways for them to interact with each other, landscapes can now be fully 3d, castle sieges, different gamemodes.
That said, the gameplay should remain simple, but deep, we're not trying to clutter up gameplay, we're sifting for the nuggets that will truely enhance the gameplay.
-fisj - (firstname.lastname@example.org