Greetings!
For those of you not familiar with our Elemental game universe here it is in brief:
Elemental is a fantasy world made up of many different civilizations vying for control the world. There is a great deal of history and lore to tap into and we decided to begin making games in this world back with 2010s release of War of Magic. Unfortunately, when it came out, it was pretty buggy and got some negative reviews. We fixed the bugs but the game itself was still pretty meh.
So in 2012, we released the second game in the Elemental universe called Fallen Enchantress which was good and we're pretty proud of that game. We followed it up with an expansion pack called Legendary Heroes that further refined the Fallen Enchantress game mechanics.
We do intend to follow Fallen Enchantress with a third strategy game in the Elemental universe but it'll be very different from either War of Magic or Fallen Enchantress as it focuses largely on, well I can't really go into that yet.
When Fallen Enchantress was released, we discontinued War of Magic. I don't think it's available for sale anywhere anymore. My question is, would anyone be interested in us revisiting War of Magic in the future to release a kind of "War of Magic: Director's Cut" or something where we refined the WOM game design, updated the visuals.
WOM had some interesting game mechanics such as a pretty big emphasis on a dynasty system and a number of other distinctive mechanics that could be refined further.
Let us know what you think. Would we be opening up "old wounds" or would be restoring faith to those who believed in the original "not-MOM" concept?
To harken back to Master of Magic, I'd like to see either LH or a rebuilt WoM with an option to create magic items. I'd also like an expanded tech tree, maybe breaking some of the grouped advances broken out into their own branches. The research in LH ends up being blah because it dries up long before the game ends -- for me, anyway. I enjoy the exploration aspect, so I don't enjoy making the game as short as possible by going for the quick win.
With MoM, magic item creation tended to drastically overpower the heroes, but I'm sure a properly scaled AI could still provide a challenge.
cmon magic item creation was just super broken on mom
if you want to test it, start a game with not even 1 magic book and just create artifact...(and summon champion and that stuff)
the game is over in 20 min for how much that thing is op
i mean mom is my favorite game ever, dont get me wrong, but some things you remember cool 20 years ago are not cool now, i wouldnt want a create artifact cause it just break the game
many games proved long time ago you need a not reliable and pretty hard way to get op items, ofc you remember those features with nostalgia cause they were super overthetop op, in mom era being op wasnt ashame, games didnt have patches for ages, there werent youtube lets play, there were wiki, there were many ppl on forums, there werent whole friendlist of ppl playing it
also you couldnt talk with guys from other continents about game so op features were just... "cool"
the point of all this post is not to criticize anything just to say if you want to make such a feature in a modern strategic game you need just to rethink it all, crafting in modern gaming is VERY complicated cause basically every player knows how to exploit it
I didn't say it wasn't broken. In fact, I did. I also didn't say it wasn't impossible to implement it well. All good features start out as "cool" ideas. Some fail, some succeed -- mostly because of improper implementation.
yes i just wasnt criticizing you, its just that sometimes ppl show excessive entusiasm imo
what i mean is not that dynasty or some mom things arent cool, they are
but in real game i think that given the same amount of time and money, any totally new feature can result in better final product that any product starting from any *never realized well glory of the past* feature, cause if they were never realized well its always cause they are pretty hard to do that way
also those features are always shadowed by their need to show their coolness while other feature less cool in theory are driven by their gameplay functionality and so result in better final product
Why not release "War of Magic" as a DLC for Fallen Enchantress: Legendary Heroes? It would be a fun way to introduce players to the original lore of the Elemental world.
there are like 56456546465 reasons?
first of all the name is cursed, you just cant change that
everyone remember mom
everyone remember final fantasy 7
second the game require TOO MUCH work to make it work again (for a dlc price), so it would be another "less crappy wom patch" basically
no one need wom, the good ideas of it can be exported in the next FE expansion, or just forget them until next game
I'll definitely add my 2 cents for what it's worth. My answer is a resounding "Yes it should be further developed/brought back"
I played and loved it. It had it's problems, no one can deny that. But the dynasty system was positively awesome, for one. Seeing children that were literally a mixture of the two married parents was always satisfying and fun as heck. It really did give a sense of continuity to the story that was your kingdom/empire. The systems in that game were different and superb.
But, more than just the dynasty system of course, that game, while obviously similar to FE and the starting point from which FE was derived, had a very different feel. Somehow you really got more of the sense that you were restoring the land of a broken world. FE's wildlands go a long way to contributing to this feeling, but there was just something about WoM that made it feel even more front and center. To be honest, it's been a while since I've played it and unfortunately that means I'll have to be somewhat vague on this point. But it did feel different in that way. I'd love to see FE's wildlands implemented in WoM:Remastered (or whatever it ends up being, of course). Jack Higgins made an excellent point above about that. About how, while we all want to get to the strategic kingdom vs. kingdom aspect of the game, the exploration and discovering the land (and restoring/healing it), has a huge appeal, and is like a game in and of itself that you get to play before you have to pay all your attention, nearly anyways, to the kingdom against kingdom game. Sometimes it feels like you lose the exploration/restoration portion of the game too early in FE to me. Even in WoM too, but I'm trying not to turn this into a "my suggestions for the next game!" post.
At any rate, while I have very much enjoyed its successor, Fallen Enchantress, I thought War of Magic may have been, in the end, a somewhat deeper game, in terms of some of the mechanics, and perhaps in the storyline. Maybe because FE has TOO much emphasis on the strategic battle aspect of the entire situation that you're in (which is the primary point of the game of course, but I'd love to see more emphasis added to the broken land being restored as you go along). At any rate, even just having War of Magic updated to the sort of visuals and functionalities that are found in Fallen Enchantress and FE:LH would be a massive win in my book. I would quite happily buy that game. So there's my opinion, for what it's worth
(EDIT: Once last thing that may bear mentioning is that diplomacy should be a big thing too. I know it's about the strategic battle generally speaking; that's what makes it a turn based strategy game at its very base. But you know, there's a TON to be said for being able to make friends and allies that last the entire game. I know there can be major gameplay balance questions that come in to play, but when I play a game like this, I have to admit, I'm also looking for an RPG experience that has been injected into a turn based strategy game, as well as the TBS game experience. If that makes sense, at least. I thought War of Magic, as broken as it may have been, had more appeal there than FE does, though I admit I haven't played a WoM game in a while, as I said previously.)
In all honesty, while I liked the dynasty system and Arcane Arrow or something (an element independent magic missile), I do think that effort is best spending on LEgendary Heroes.
Improving the AI so that it builds better units, enchants cities properly, and most importantly, uses tactical spells like a monster. Also, the ever important and awesome DLC, and so on.
Thatd be cool too. Although I dont know how you'd work the dynasty system if even the long games are only 150 years or so (short period of fantasy uber powered rulers)
What is the price of re-releasing War of Magic "as is" digitally through own site, not even Steam?
WoM maybe had the potential but it was broken by bad gameplay.
Last time I played War of Magic, ( just before FA beta release ) It was so riddled with annoyances that I found it near unplayable by my own standards. Or just too annoying to be enjoyed.
I think fixing annoyances should be a top priority, especially severe ones. It can totally break the experience for many people.
I bought WoM on release day and played it less than 7 hours total.
Bringing back WoM should start by removing all the annoyances ( imho ). I cannot make you a list as its been too long since I played.
When WoM was announced I was very happy, YES an new stratigy game to play. I got involled in the later beta runs and had a lot of fun. It was hart breaking for me to watch it go down in flames after release. All toughs years of work fell apart. Even harder was all of toughs bad messages cutting up your work.
But you stood tall held your chin high and took it all. I think history will write it as one of the greatest turning points in Stardock history. The sequels FE and FE:LH for WoM is miles ahead of it.
On that note I think WoM should get one last update giving it one last chance at glory.
You could even make it a DLC for a few $. I would buy that. Also making so you can get it on steam too.
cheers.
Straight to the point:
Once it was decided that WoM would not be MoM 2.0, the decision of a not a 4X turn based fantasy strategy game is what hocked me in.
While lots of people seem to be talking a lot about dynasties that was by no means what I expected to make WoM unique. In fact I was feed up from dynasties from paradox crusar kings....
The deadland setting and the ever hard choice to spend essence to revive it or share it with champions or hoard it fom your sov was the core of the game. It would prevent land grabbing and make every game play very different depending on the essence distribution. The moment th at mechanic was droped was the moment the original WoM died and became a generic 4x game.
I remember quite well the original tests involving essence and it being dropped. The idea was sound and great, just a little hard to balance and many people really wanted a 4x game more like MoM, instead of the original game that was conceived.
Brad's exemple of the lord of the rings opening scene Sauron vs Heroes and armies and he saying you could be playing either, it all depends on how you choose to use essence is what I expected.
That being said I would love to sees the non 4x idea back along with the essence mechanic, everything done right this time. BUT to actually make me spend any $ (I really would not pre-order anything this time, given the past dissapointment) the grand game that was promissed would have to come to light, not simple mod essence in the existing game.
As I am writing I remembered what was hinted/promised and that I missed the most when game was released:
-not a 4x
-essence mechanic back, balanced and working
-dead, dangerous and devastated world setting. the environment is your first and ever present enemy
-Facing dozens, even hundreds of very capable AI players (that was a huge one for me, instead of the few large empires that we have in MoM/Civ/etc, we would have many small ones, each one unique because of the way it was shaped by the spending of the AI). It was so long ago that I remember discussions if the game should be 32bits or 64bits (before even low end systens shipping with 64bits OS) to allow really huge maps and that many players. Even remember brad saying that he expected modders to provide variety, with an spore (it was a thing at the time) system like sharing the best/approved designs so we would no be facing the same factions over and over again.
-challenging AI players (the galciv way)
-dungeons (while I never cared for the first person version, or even expect that It would work with a strategy game), dungeons as a source of "goodies" requiring in game effort was another not a 4X great featur since it prevent "goodies hut"driven exploration
-in dept character building, not the min/max way, but with relevant choices. The idea was that you could have a administrator sov and still be competitive/powerful in his own way
-lots of magic making the difference (not necessarily raw destructive power) in gameplay (event what we have today in FE/LH is way less than a magic based game should have, if we cut to the ones that are useful we came really short on the magic front)
-terrain and environment control/alterations (again the hard choice on essence expenditure make one/few heavenly cities, grab as much land as toy can, or simple settle with whatever the random make gave you and use essence for other ends)
-huge army battles more galciv than MoM. I really don't remember when it was dropped in favor of traditional limited unit based tactical combat (I even don't remember if was among those crying for more unit control, but seeing the result, even in FE/LH it was a mistake)
-neutral cities/faction. the where supposed to do everything the players could, but without the magical aid of the sov. I remember that they where not supposed to be speed bumps or free cities but a relevant factor on gameplay when they where tested it was just a market/crappy city for conquering.
-Dynasties with gameplay influence. Obviously no sovereign will give away his empire just because you married his/her daughter, but I remember that the idea was that marring would give you claims to neutrals, bring them to your empire, influence enemy cities etc. It was supposed another way to victory, or at least a tool. And choosing to mix yourself would have a price also, like offspring rebelling, cities defecting, having to spend essence on several occasions, etc...
Unfortunately as the system was rolled out it was just a (weird) way to produce champions and/or boost diplomatic relations. Truth is a dynasty system doesn't play well in a world where the sovs/leaders/champions never die.... It could work with things like expiring/mortal champions (at least the non imbued ones), neutrals leaders passing away opening succession opportunities, and a lot of other ideas that are not the object of this thread and post.
I really don't know how much of the above ever got past the brainstorming phase (i've been lurking in the forums since the very beginning) and was intendend to be in WoM, but those are many of the features that I expect and that should be in for a true "directors cut" WoM. Else it will just be some stupid DCL (witch can be expected form other companies, but not stardock) and another major disappointment.
I enjoyed War of Magic for a while at release, so ya, but why can't we just have it as a scenario or whatever. I have all 3 games, and didn't you make Fallen Enchantress a scenario? or are the mechanics too different? I really don't remember. In any case, I still have enough faith in Stardock for one more pre-order (I don't play RTS by the way heh), so make it a good one.
I'd actually like a game like Legendary Heroes that's more like Total War, I personally would prefer realtime battles like Total War because it works better for armies of that size.... but I would be fine with turn based as long as it works well.
The dynasty system was pretty cool, from memory (I'm not 100% as I haven't played war of magic in ages) your sovereign could die, but your children would take over. I also believe you could marry your children off to other factions children too...
I'd love to see a return of that system.
MoM was my favourite game until WoM but as you deviated from the original concept I looked foward to LH and found that easily playable but missing a great many features that were in the original release of WoM. Another competing title in the era of MoM that has not been mentioned was Warlords. WL2 for play or WL3 for Campaign were fixed cities(neutrals) that were to be conquered to expand the Warlords' empires until they would clash for supremacy of the world. I always believed that the 32bit restriction for higher resolution graphics should have never been the substitute for better strategy choices; this has been the trend today. I am amazed what MoM did with machines with only 4 megs (not Gigs) of RAM. Using the Myrran plane to expand the world just to mention one.
I would clearly buy Wom2 but would suggest the marriage of MoM and Warlords2/3. 64bit is necessary to achieve the necessary commercial appeal of high graphics but I believe with the mortality of Windows XP on the horizon this should not be a problem. Having the ability to either absorb neutrals through influence(money) marriage or culture (from GC1/2) may also be possible. Adding a new "village" to reclaimed or recently corrupted lands would be nice but not in lieu of the basic strategy. Turn based Strategy and Turn based Tatical a must. Total War using turn based Strategy and Real Time battles does not work for we old Avalon Hill, Chess and Risk players.
I loved the marriage and heritage parts of WOM.
Frog, out of the things you posted about in reply 70, I think the tech is finally here to achieve this vision. Not as a 4X game with a fantasy skin, but as a High Fantasy Geopolitical simulator.
I take it that you know of Crusader Kings II's dynasty system? The crowds that want auto battle and the crowds that want real time can be balanced by your first person mode. (I recall Sovereigns being compared to Sauron's battle scene in the beginning of the LOTR movies. Almost godlike damage being dealt.) perhaps combat engages in real time if the sovereign is in the unit stack? What if you're not always king, what if you can begin as a duke and marry into a line so your descendent can be a duke?
I have Fallen Enchantress and Legendary heroes, and I really have no need for more of the same.
They have had 3 attempts to create something that they envisioned. Maybe it's time to move on.
Take a little time off, then come back to it.
I'd love a fixed up WoM, complete with Dynasty System and all the stuff that went missing from later expansions.
I don't think you'll get any new, useful sales out of it. On the other hand, developing truly extensive packs that up the number of spells, or add different terrains, or more quests, or more champions, or buildings, or any combination of the above: these would capitalize on FE's success record.
Well I never played the original War of Magic but my time in FE:LH make me think Stardock can succeed at making what they originally wanted from war of magic. I'm racking up the hours faster on FE:LH than on Civ5.
I see that you have Dynasty system but immortal sovereigns?
There could be a compromise, Immortal sovereigns can be made mortal with their children being like what 5 levels lower than the original sovereign? So with enough work, you can eventually reach that end of talent tree thingie.
FE:LH was a blind buy, I went in without knowing anything except for knowing what the cities would look like partially and wasn't disappointed.
Basically this. I don't want a reboot at the sacrifice of other releases.
I'd rather they just add dynasties to LH, amd leave WoM dead. They've replaced it with better games.
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