Great column. Echoes a few of the thoughts Zak Smith (the guy from I Hit It With My Axe, whose dnd blog is the precise opposite of that execrable video show) who said heroes are less interesting to play as than villains because they only react, whereas villains also set the rules of engagement. (A hero who goes to a church will have some sort of church-related adventure, but it isn't clear what kind; a villain will decide whether he'll try to dress as a ghost to scare people off the real state or kidnap nuns one by one to power a sin engine, and thus what kind of game he's playing.) Then again, perhaps villains are more suited to tabletop, while heroes are better suited to videogames, which don't have a human behind them to act in response to everything and need a rigid framework or they'll go off the rails.
I actually thought a lot about how MHYTRMG would work, after the initial mention on the SR2 video.
The tone would be like in SR2, in which you are in a colorful bizarre cartoon world where everything is a degree of magnitude above what it shoulde be, but gameplay would be like Prototype, in which you'd use your own mode of transportation and attack rather than relying on mundane vehicles and weapons. There'd probably be some sort of skill tree so you had to choose whether you had a death ray and an evilmobile or a jetpack and a freeze ray.
The story progression would work like SR2, you'd have to commit 'acts of villainy' to gain infamy and proceed through the story. But the 'story' would be clearly the backdrop; the meat of the game would be the 'acts of villany'. You could be dumb and just act like your cousin when he comes over to play GTA and just kill a bunch of people, or you could be a cool Lex Luthor creature and plan extensive heists while trying to mantain a dignified public persona. Either would count. There would be very few story events, maybe four or five in the whole game, and many acts of villainy, so you'd spend the whole game working on those.
There would be wanted stars, just like in a GTA game, and in a similar way. One star, police; two star, heavy police (all points bulletin); three stars, specialized SWAT like team; four, army/national guard/whatever. At five stars, things start to get different: you'd get one of several teams specialized in taking out supervillains. They're human, but they're specially trained to deal with people like you. They use wildly different tactics and the one that manages to defeat you the most often will be called with more frequency when you reach that level.
The sixth star is a superhero, of course. Superheroes would be an event in their own, with the game freezing to show BANGLE BANNER! arriving on the scene. Superheroes would have 'wanted' stars on their own. At first you'd only fight lame superheroes that were just super strong/skilled people in bright costumes, but as you defeated them more dangerous heroes appeared. At the highest tier there would only be two or three superheroes, one of whom would be a Superman expy who would be able to kick your ass very, very quickly. An interesting choice for another top tier superhero to be less powerful than Notsuperman but have less scruples and not hesitate to throw a semi on top of you just because you're in front of a schoolbus.
anyway, my people will call your people, thx.