Demigod Interview

The editors at GameZone are next in line to post a Q&A with Demigod lead designer Mike Marr.
From what I've heard, only the Demigods are controllable. There are dozens of minions on the battlefield but none can be influenced by the player. What made the development team take this direction?

MM: We found the Demigods so compelling and interesting to play that we elected to play to our strengths and focus on what made the game fun and standout. Rather than go horizontal with our design, including tons of secondary features and methods of play which would (water down) the feel and design of Demigod, we elected to go vertical, striving for every aspect of fighting with a Demigod to be extremely polished and rewarding. The result is a game with epic feel and a level of polish that is true to its original design; fast-paced action combat with strategic elements.

Have you settled on the number of Demigods that can be controlled at one time?

MM: A player controls one Demigod at a time.

Demigod is very much a strategy game, but what makes it an RPG?

MM: Demigod is an RPG in the sense that we offer 25 levels, 30+ skills per Demigod, a host of items and a meta-game achievements system which allows your Demigod to grow and acquire new items over many matches.