Was there a long term feature implementation plan put in place before Demigod shipped (replays, team features, etc.) or was it created based on the input from the community?
Both. One of the dirty little secrets of Demigod that isn’t really that secret is that Stardock hadn’t published any multiplayer centric games. So when Demigod release candidates appeared without “replays” in them we thought nothing of it. Much higher on our list were things like clans (which are still on the list). A lot of what gets put into a game and when has to do with what shared resources are in place. For example, because the Impulse team had to be used after Demigod was released to come in and fix the multiplayer shenanigans, further updates to it are now tied to the schedule of Impulse. I.e. when there is time in their schedule. The same is true on new Demigods. 3D assets like Demigods require concept artists, 3D modelers, riggers, someone to texturize them, someone to create the FX for their spells, design of the skill tree, the LUA scripters, etc. These are shared resources obviously and so it becomes extremely hard to estimate when some of these things will be done. In a p