I can't simply make a mod, enable it, and have anyone who joins my game be able to play it... no no no, they have to go to this forum, find my mod, download it, install it, enable it, then rejoin my game.
The upcoming beta of impulse::reactor may actually solve this problem, if we can get SD's support btw. In the elemental dev journals, Brad indicated this:
In the modding betas, you will get access to a beta version of Impulse::Reactor that will let you upload and download mods. At first, these mods will be specific to Elemental (maps, units, spells, items, etc.). But eventually, total conversion mods will be supported too (we just need to come up with a package format for that to give to the Impulse team.
In short, I'd think we could potentially get them to use this tech, as its developed, to deploy mods directly. Who knows, but it is something that adds some possibilities.
Thundercles makes a lot of good points though. I would certainly buy demigod 2, if it was made. Will they make it? I doubt it. If they made the first 1 again, they'd make A LOT of changes to the process and would have surely seen much more commercial success (though I believe Brad still considers the game a financial success due to sales). Anyway, its pretty clear now where missteps took place.
If I could change anything, the game would use a client server model (not just for stats), there would be a better support system in place to solve hacks (desyncs, etc), new maps would be created, items that are NEVER purchased would be tweaked, new items would be added from time to time, 2 more demigods would be created, a matchmaking system would be implemented, maps could be edited and created using a gui without a $10,000 piece of software, there would be an auto-balance option in lobbies, a more active banning system for abusers, and probably some other stuff I can't think of at the moment.