Monday, September 19, 2016

Looking back: Might and Magic, part 1

One of the classic RPG series. And one of my favorites back in the day. Worth talking about, isn't it?

Might and Magic was the brainchild of Jon Van Caneghem. He created the company New World Computing in 1983,  and the first game in this series came about three years later. It and its sequel...well, to be honest, they were bad, like many games of the time. The control schemes were just too obtuse, in the days before mouse controls and better keyboard setups like WASD came into being.

The third game was where the series finally hit its stride. While the graphics were still crude - a trait all of the games in the series shared to some degree - the use of mouse-based gameplay finally made it worthwhile.

The followup is what most people remember, for a few reasons. First, the fourth and fifth games (Clouds of Xeen and Darkside of Xeen) were designed as two halves of a single story, with a bonus extended ending for those who installed them both. The second was that while the graphics were mostly the same, the game's art style took a huge leap, becoming this colorful and cartoony world that few other games even tried. And it worked; I still think this was the greatest strength of the combined World of Xeen.

Shortly thereafter, a pair of spinoffs were launched. One was basically an expansion pack RPG called Swords of Xeen, which is mostly forgotten. The other was a set of turn-based strategy games, a spiritual follow-up to NWC's earlier strategy game King's Bounty. This was Heroes of Might and Magic, and it would eventually eclipse the original series that spawned it in terms of popularity.

However, in the wake of World of Xeen, New World Computing was bought up by 3DO. Following this, they announced that the RPG series had come to an end. A shame, but it made sense, due to the main villain of the prior games getting killed off.

...yeah, you're not buying it. Eventually, they changed their minds, leading to the release of the sixth game in the series, The Mandate of Heaven.

For this game, they revamped the original style of the game, moving from turn-based and tile-based into a free-roam system with crude (I warned you) 3D environments. They also tied the plot of the RPG games more tightly to the HoMM series, by setting them on the same world of Enroth. Finally, they introduced a skill-based character system.

The result was relatively popular, although not for the obvious reasons. You see, VI came out at a time when RPGs not made in Japan were a rare breed. The five year gap between it and its predecessor had seen the genre die off. About the only competition it had was the first Baldur's Gate (impressive, but it's just one game). Thus, it did very well.

However, in retrospect, it was not a very good game. The character progression was heavily limited due to the high difficulty curve (due to poor damage scaling versus the health of enemies), forcing most players into predictable builds. The limited class variety - only six classes for a four person party - did not help either. Coupled with somewhat clunky controls (WASD had finally started to catch on, but the game didn't use it), it has not aged well.

So, where did the duo of New World Computing and 3DO go from there? You'll have to come back in a week or so for the next not-so-exciting installment of this blog.

"Until our next meeting, mortals..."

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