First some background.
Like everyone on this forum, I played the hell out of, and love, Master of Magic.
I've been waiting forever for a proper sequel that would do it justice, but sadly none has come out to date.
When I heard about Elemental, I was very hopeful, and indeed the game looked promising.
After following its development for months, I caved in to my urge and bought the digital download on the first day.
For the next few days I had played straight from when I got home from work until 3 in the morning, neglecting the fact that I still have to go to work when the sun comes up.
My thoughts so far?
The game shows lots of potential, especially with the mod community, but as it stands right now, I am disappointed.
It's bug ridden and unbalanced.
Without a question, its release was premature.
Honestly, if there wasn't such an uproar about this fact, it could very well be dismissed as a few disappointed opinions.
I've decided to stop playing and wait for the game to reach a state where I can enjoy it more.
With that said, here are a few elements from Master of Magic (missing from Elemental) that would make Elemental far more enjoyable for me and, I hope, the majority of you.
Regardless of whether they're done through mods or patches, as long as they're in, I would play the sh*t out of this game!
Unique and interesting abilities, remember how fun these were?
Items were a lot more exciting.
Remember when you got that 1 item that was chock full of stats and it totally blew your mind?
Ranged magic attack and magic resistance are well understood, units really should be allowed ranged non physical default attacks.
Fame affected how frequently some random events took place - merchants, mercenaries, heroes.
Remember the random merchant bringing you awesome gear?
What happened to races, racial properties, and race specific units?
Well, thats about all I have for now.
I for one really miss these essential elements in what was supposed to be the spiritual successor to MOM.
I hope they'll be added to Elemental someday.
Let me know what you guys think.
Hah! I have been playing a game of MoM recently out of a similar fit of nostalgia. I have played this game since it came out long ago, but I just got Roland the Paladin for the FIRST TIME! This just goes to show how much replayability is in this 15+ year-old game, when I'm still finding new stuff I've never seen before. Damn he is sweet! Too bad he doesn't level-up heroes, though.
+1 for all of this. There is a reason that we are all still playing MoM, and you captured a lot of it. Of course, the magic was the other part. There really was a sense of exploration and discovery, though, when you went into a cave for the first time and got a sweet item or spell, or found a prisoner.
Elemental will be this game to come!
Also, I was looking for the spellbook for MoM, and came across this old review where the guy basically said that it was the same old thing that offered nothing new to the genre. Hah!
http://www.ibiblio.org/GameBytes/issue21/greviews/momrev.html
"...overall the result is a decidedly-deficient product, as will be explained below."
There's been little to no advancement in the FPS genre, unless you count adding a cohesive story and doing away with keys. The games play almost exactly the same, perhaps location based damage, and the ability to look up and down. Xp points? To what purpose? All they do is cripple the game, add xp points, and let them progress you up to the actual FPS. Unlockables aren't an improvement, they've existed since the C64. Make your own "Class"? What class? It's an FPS. Shoot stuff. I had lagfree multiplayer on TEN with Duke Nukem 15 years ago on a 56k modem. Stats tracking is nothing more than tagging on a database to display meaningless information. The controls are the same today they were 20 years ago, WASD. So is responsiveness, unless you're talking about laser mice and USB ports, which have nothing to do with FPS. Laser mice were designed to address the shortcoming of the ball, and the USB ports were designed with throughput in mind. In fact, the truth is, USB actually has a limit on the number of simultaneous keypresses and huge problems with polling rates.
As far as racing goes, adding a physics system doesn't inherently make a better game. In fact, for most, it makes it worse. Honestly, when was the last time you heard someone lament the fact that the latest racer didn't properly simulate the (Insert car name) cooling problems. In fact, adding a real functional physics engine is extremely counterproductive, once people played and realized that no car is going around a bend at > 60mph without completely losing traction and wiping out, they're going to quit playing real fast. People want a fun race, not to deal with the problems caused by the true physics. Trust me, I've modded the crap out of my car, no one's going to spend any amount of time dealing with the issues I've faced just to play a game. Seriously, hands up, how many people want to play a sim where they're dealing with cooling issues due to a leaking EGR housing? That's what I get to do tomorrow. Pretty sure no one's eager to play a video game of me trying to seal a poorly designed government mandated environmental part.
Why is it "So hard"? Because there's little that needs improving other than streamlining and presenting information clearly. The games do what they're meant to do very well. TBH everything you're lamenting here is completely counterproductive and/or would take me a grand total of 10 minutes to implement and maybe 100 lines of code. Unlockables? Really? TBS have it, it's a tech tree.
Suddenly I'm strongly reminded of one high-profile company who's art director lamented the fact that Starcraft 2 and Diablo 3 were going to be "Old top down views" instead of First/Third person. Like an RTS can be played that way, or that Diablo 3 would be anything but a shooter at that point.
You had magic to make sure of that
Some spell would allow the whole stack to move at the speed of the hero. Yeah, there was an incredibly amount of spells ^^
Some heroes were scouts/pathfinders who would increase the stack speed and there was a group fly spell. And flying ships so you could do orbital drops with your space mar... err... I mean soldiers.
Still - the speed of the stack was always limited by it's slowest unit. No exceptions other than being transported by a ship or other transport unit.
Mostly you had to do your transport by roads or if you could manage - magical roads.
And the pathfinding was awesome^2. You could tell a unit to go halfway around the world and it would do it. In Elemental, units are often dumbfounded by the task of navigating around one bend of the coastline. So they stop. And wait for you to hold their hand, giving them small orders to move more or less in straight lines. The GalCiv heritage shows. =P
As an oldschool gamer i spent a hell lot of time playing MoM and Civ 1 and MOO 1 - all those games were pretty stable at release and didn't crash my 486 comp or leaked the hell out of 8Mb memory.
What i see in Elemental - bugs, bugs, bugs, crashes, BIG slowdowns after few turns and so on...
MoM had so sexy glows around units after you enchant them with something cool, in Elemental i see no glows, instead my hero attack animation now takes 30-40sec to complete, for gods sake, was it intended to play on our nerves?
MoM had so many spells - combat, global, enchants, dispells, even blasts to cancel or counterspell opponents and all those spell were cool looking, useful and you could spam them every turn without the need to wait 10+ turns to regen mana just for 1 spell. Heroes regained mana every turn, sovereign gained mana from nodes/buildings, but here were are stuck with 1 mp/turn regen which forces us to play stupid barbarian style leaders...
Shop items are also dull - i don't see even a bit of imagination from whoever designed them - +1 attack sword, +2 attack sword and crappy graphics, whoa MoM had much better looks under DOS in those 90's last century.
Roads - why oh why i can't build road from point A to point B? Why am i stuck with those bugged caravans which take forever to go from 1 city to another. I remember in MoM i built a road from my Myrran city to the tower and through it upper to the city under sunlight, and after that i used enchant roads spell, oh it looked so good and had so great effects for the units.
So what's the point in calling the game Elemental: War of Magic when i can't use magic and i don't see any benefits from using it instead of another dull unit fighting animations...
Ahh true about the speed of unit stack,thx for the reminder
Ah, Master of Magic...my favorite game of all time. I remember when I got the big, thick purple strategy guide in the mail (separate from the actual game , that thing must have 400 pages thick) and reading it from cover to cover (I still have it). I remember playing that thing to death. Later on, I got a program (called emagic.exe I believe) that allowed you to change terrain, wizard attributes, spells, etc. That was fun to play with...
Dang, think I will have to play a game of MoM after this game of Elemental....and I agree, there is no comparison at all
Stardock, are you going to implement anything like the above, or should we just forget about it? I dont mean this in a rude way, I mean it as far as licensing goes and all that.
In case you were still looking.
In nice PDF format
http://www.abandonia.com/files/extras/25935_game_extra_1.pdf
I was lucky to get MoM before that company started redistributing it digitally. If I could find my original box I would cry though... I mean... I bought the first copy that my local computer store had received... ;_; Me and my friend were drooling all the way home lol. Civ... with Magic... OMG OMG OMG OMG. '
Cheers,
V
Ehh, MOM. God bless DOSbox that lets me still play it. At one point, I put DOSBox on a PDA so I could run MoM there (turned out too slow, sadly)
As for stack speeds - WindWalking spell allowed the hero to act as a "ship" for his stack, and one hero (Jaer the Wind Mage IIRC) came with it as a default ability.
I am not saying that Elemental ought to be a clone of MoM (although that would rock ), but I agree that there is much to be learned and imitated from MoM. MUCH.
You know, i was thinking about this the other day.
If stardock simply copied all of the spells from the MoM spellbook, they could be sued low and high. However, what if a player made a mod that implemented the MoM spellbook into Elemental after the game was released? Technically, stardock didn't have anything to do with that, it was an anonymous modder who released it, right?
So maybe THAT's why Elemental is so bare-bones! Conspiracy theory fans unite
Well, somewhere in this thread, I did mention something along these lines. I mean, given the fact that SD and Microprose WERE in discussion to take up MOM 2, I'm sure Microprose are just waiting in the shadows for some kind of far fetched copy infringement.
Without copying the spells, they could see that a lot of stuff needs to be implemented. For example, you have Death Magic. Why can't you cast a spell on your units to give them life drain? Or making them undead / "imbued with evil". Strangely enough, there is a faction skill "death cult" feel like it sooo dosen't belong there lol. And can't you pick that even for a Kingdom?
I'll repeat something I said before, It seems that there were some pretty MASSIVE last minute changes following the last beta. I'm basing myself on reading relevant threads during those times. I saw some skill/talent/building lists which left me thinking... wh... why... did you take that away!? Noooooooo
So it feels that the game got a good swing of the quick fix axe near the end, so that it would remove problems they had with balancing / making them work properly. Hopefully most of them will come back.
So yeah, Stax77, you are on the money concerning the copyright infringement. At this point SD might be under close scrutiny, and shouldn't attempt any type of "copy pasting" of spells/buildings/concepts/features of MOM. Although, I would be curious how far can copyright infringement go with spells. I mean, who can claim (C) on the Fireball spell?
It does not exist since 2003.
>copyright infringement
Copyright DOES NOT cover concepts/features/spell effects. It covers art, text, and to some extent names. Art is old and useless, and text/names are not that big deal for SD, I'm sure they are capable of inventing their own.
To 'protect' a feature/concept/effect, you need a patent, which is too late to file now. Plus, any evidence of same thing existing before your claim makes your claim invalid. I doubt someone would be willing to check each fantasy book out there in order to make sure this spell/concept/effect was not mentioned already.
Fireball for example is 'common knowledge' and cannot be patented.
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