Let's talk about Master of Magic
Using bullet points
Using just bullet points, what were the key, unique elements of Master of Magic that you think helps make it stand out?
Using bullet points
Using just bullet points, what were the key, unique elements of Master of Magic that you think helps make it stand out?
Ah, my favourite game of all time!
Specialists that came to you randomly and you could appoint them a governor. They would increase food/production/gold/unit ex when built. They would also lvl up during the game by themselfs over time. (I think that more of a Master of Orion 2 but the games were so similar) It would be great to have that incorporated.
The familiar your wizard had giving you the announcements of the changing moons or events that were happening.
Most of what I could think of was already covered so I won't bother repeating.
Just using quotes,
Sum it all up as, each game felt unique, and you always felt like you were advancing towards victory.
EDIT:
I think it also helped that the actual combat mechanics were very complex and difficult to follow, but at the same time could easily be estimated by looking at how many swords/shields each unit had. Kept folks from easily calculating who should win, which meant battles could be suprising.
It runs on DOS!
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And I was younger!!
Great observations. My additions/clarifications to those above:
What would have made it better…
For me:
That's pretty much it.
I agree with almost everything posted so far.
One thing that I think will be a challenge for Elemental is that because there will be many non-traditional elements, it will rely very heavily on it's back story. MoM didn't need any kind of backstory because they used all the usual lineup of races that we all knew from DnD manuals/ancient mythology. The advangtage there is that each game played had it's own unique fantasy story created by the player, without too many spoonfed ideas on what should happen or what the players goals should be.
Though the races used were the standard types, there were so many of them that you usually didn't see them all in one game. This is something that really makes for some great replayability. It would be very good for Elemental to have so much content that it would be discovered over many games, with many map resources and creatures only appearing in maybe 1 in 4 games.
Simple Civ style city management. Nothing complex to understand but allowed for easy and strategic planning of the economy. Civ 4 with BUG mod is great example.
The spells. There could have been more, look at Dom 3.
Variety in the races. Not well balanced but so much variety.
Tactical combat. Expand the complexity of this in Elemental. MoM crossed with Dom 3 = Awesome. Keep units, not individual soldiers in mobs. Allow units to have heros attached, not heros as individual units. Keep the simpleness of the tactical combat but expand on the options to make it more complex, if that makes sense.
Here's a brief summary of some of the reasons why Master of Magic is chief among my favourite games of this genre.
Frogboy, I really thank you for asking this question(since I think for many of us think it is the penultimate fantasy wargame--after patching of course and minus the AI, and I think this is where you probably will/should make the greatest contribution. The question you asked gets to the heart of what that game meant to all of us and what we hope Elemental: War of Magic will become.
• Super flexible and easily identifiable custom Avatar options which allowed for great depth of play. Whether you wanted to be destructive, secretive, creative(as in can make items), or any number of combinations. Taking into account that you were truly a powerrful wizard and altered time and reality through spells, spell books and character skills like Warlord, Artificer, Runemaster, etc..
• Spell variety(with all the different schools of magic available it was wonderful to be able to summon creatures, make magic items, cast spells of variable power from the weakest or introductory level to vast global and dimensional power spells that changed the landscape or altered its use.
• Racial variety(yep not species for me cause thats a little too much like a modern subset or sci-fi to me; plus I think Gary Gygax and co were
great people) If you want to call them something else I suggest a new name all together and one not bound in current era politics or deragatory aspersions. You are creating your own universe and license so this would be a good idea I think. It might help us players for a more immersive and satiisfactory experience. I can live with you calling all the variable 'races' Fallen but it somehow seems lacking. It seems to me this discounts good vs evil creatures and lumps them all on the side of the Fallen which has a negatory conotation. Of course, I am not completely up on all postings so I could be off here..
• Having fun places to explore like caves, towers, nodes, multiplane existense with Myrror(somehow just having one map; even one as massive as you invision seems limiting to a true power of time and space)
• The Heroes and Villians-Toren the Chosen, Mystique X(my personal favorite), Warraxe, etc..that would help lead your armies to battle.
• The tactical possibilities and decisions right from the very beginning which allowed you to influence and heighten the PERSONAL experience of gameplay from beginning to end.
Things I wish were in your game from the beginning-
Multi environments and planes of existense: Water based creatures and combat to include an underwater component as well as surface components and creatures who live in the clouds(Sky Castles anyone?; flying
For cloth map mode that the figurines to represent heroes etc., took their stylings from Ral Partha miniatures-The ones that were professionally painted, had the lil diarama grass, wpns, treasure on ground at heroes feet and the magnetic tape on the bottom for keeping them safe from harm..
A small text note ability for those truly epic long games in single player where you would like to paste a note on specific points on the map for those of us who can't remember everything and return to a saved game(ala Elder Scrolls or something like it)
I too think(et tu Brudii?) all the other comments are valid and worth at least a little contemplation and are an accurate summation of MoM. I would highlight the comments made by
Cauldyth on mana-
and Cerevox
"I think it also helped that the actual combat mechanics were very complex and difficult to follow, but at the same time could easily be estimated by looking at how many swords/shields each unit had. Kept folks from easily calculating who should win, which meant battles could be suprising."
Tim4fun
Solam
and lastly Netriaks comment on why spells in MoM were so good(one example at least)
And if you read this Frogboy, then I know you are a true genius cause you must of made multi clones of yourself already that you can be in all places at once..Seriously thank you for your investment and effort in making this game
!!!!!!!!!!!!!!
Nostalgia.
Master of Magic's great appeal was its diversity. The races didn't really add much on their own, but combined with the customizable spellbooks, retorts, magic items and heroes, it gave you some really interesting options for victory.
Of course, there are some pretty nasty bugs that prevent some of those options being as viable as they should... which is a shame.
Oh and the AI is utterly atrocious... and cheats like hell. Meaning that some of the options were completely pointless, or even counterproductive (some of the high end chaos/death spells, which are supposed to wreck the world and cripple your enemy's economy only really end up hurting you!)... which is also a shame.
I think that in spite of those negatives though, the fact that it's still held up as a benchmark for fantasy strategy is a real tribute to its strengths.
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