Frogboy Frogboy

Let's talk about Master of Magic

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?

68,315 views 130 replies
Reply #51 Top

Agree with everything that's gone before. Just thought I'd add;

- It's possible to follow a meaningfully different strategy with only a few clicks of the mouse ( - it was around before the word 'clickfest' was even coined!) - yet there's still plenty to do.

- No animation longer than a second! (well, a few) - meaning that you can interact at reasonable speed. Think this is much more important than many realise - we now seem to get much longer 3D confected animations in the name of an 'immersive experience'. Yet more modern games can send you to sleep with the lengthy anims and many-clicks needed to get a meaningful strategy going.

It's the number of strategy choices (early in the game!) that draw you in, accompanied by many little anims that make it fun. - Hence I just started a game for the first time in 10 years and am again hooked - no game in the last 6 years (incl Civ4) has had this effect.

Finally - I'm old enough to own an original copy, a limited edition that actually came with a Master-of-Magic T-shirt. I still have it, heh heh I'm so sad. :grin:   - Guess that feature only works for me!!!

Reply #52 Top

T-shirt. I still have it, heh heh I'm so sad. - Guess that feature only works for me!!!
End of quote

landisaurus has been hoping it will work for Elemental for a long time. I still kinda wish his contest hadn't gone down the golf-shirt route, though...

Reply #53 Top

What everyone said +

  • global spell effects - I felt like I was trully impacting the world
  • Heroes that leveled up - game me a connection to my troops, I ask where is george the warrior not just oh thats archer number 138
  • tactical comabt - it's still better than civ 4's stacks of doom
  • customization of the spell books at character creastion - this gave the game a lot of replayability
  • min/maxing of spell book choices - you could choose to go jack of all trades or purely focused
  • ability to budget mana allocation for casting research etc.
Reply #54 Top

Quoting WildBoarPie, reply 51

Finally - I'm old enough to own an original copy, a limited edition that actually came with a Master-of-Magic T-shirt. I still have it, heh heh I'm so sad.   - Guess that feature only works for me!!!
End of WildBoarPie's quote

 

Could you take a pic of that and post it, I'd love to see that. :grin:

Reply #55 Top

Quoting MichaelCook, reply 54



Quoting WildBoarPie,
reply 51

Finally - I'm old enough to own an original copy, a limited edition that actually came with a Master-of-Magic T-shirt. I still have it, heh heh I'm so sad.   - Guess that feature only works for me!!!


 

Could you take a pic of that and post it, I'd love to see that.
End of MichaelCook's quote

I don't have the shirt but I do have two copies of the game, one on Floppy Disk, and the other on CD when it was re-released. I've also got the old Microprose MoM Strategy Guide somewhere. It's a big thick book with purplish coloration. It's always stuck in my brain for some reason.

Reply #56 Top

Okay, first of all something that noone has mentioned so far (unless I overread it):

IT really mattered WHERE you decided to put a new settlement. Why? Making use of ressources around it. The Surveyor was your friend in the process of deciding as well through telling you about available food, max. pop, prod bonus and gold bonus.

 

Not only the sheer variety of units but also their special abilities. Try hitting a Drake with magicians, priests or such and you'll fail miserably. Try again with a bunch of first strike armor piercing Paladins and be amazed at how quick it is vaquished.

 

Spells that help you flatten even the hardest monster. Evil Death Knights rip your adventuring party apart? Lucky you have a Dispel Evil or Holy Word spell handy. You don't? Then OUCHIE! :D

 

Raiders and monsters. You rally your forces but forget to leave some units behind to protect your cities? Bad luck! You're screwed sooner or later.

 

Now for the downside apart from awful diplomacy and AI:

quote: "Huge number of magic weapons, armor and other magical items to augment your heroes and compliment the buffs placed on them"

Of which obviously only your heroes make any use. I think I've never encountered ANY foreign hero who was equiped with ANY magical item...

 

Taking into account that every hero had one and some heroes had two misc item slots there were too few misc items to be found. Item creation helped you out but therefore it was almost unnescessary to create armor or offensive weapons coz you find enough in ruins and nodes.

 

 

Reply #57 Top

My favorite spell in MoM .. at least when i first saw it

Chaos channels    
Unit Enchantment (Permanent)
Cost    50 mana   
Transforms a normal unit into a chaos creature. It can receive either wings (2 Mvt),
or demon-skin armor (+2 defense) or strength 2 fire breath.

Reply #58 Top

yeah, I have the old CD version.   I love its thick manual.  

 

I want a Master of Magic shirt!   

 

Where is our picture?

Reply #59 Top

What the game made stand out for me, except many of the points mentioned by the previous posters, was the integrated information system.

Can't remember what something was doing, right click on almost anything and get a detailed, simple and coherent explaination. Still unsure, right click in the popup that explains other stuff, spells and abilities.

It was exactly the right balance. Not too short, and not too long.

Reply #60 Top

And cycles are no longer an issue with the latest DosBox emulation core. The game now runs amazingly well on it.

Reply #61 Top

I have to say, I love Master of magic.

I wan't around for it originally... or rather I was playing sonic back then...but have played it for many hours on Dosbox... as most races, with most spellbooks and twice cheating to have every spellbook...at which point the possible enchantments run off the window in the artifact creation screen... and it doesn't actually make parts of the game easier, since you have far more things to research before you hit the ultra rare spells... but you can make orbs of flight, magic immunity, regeneration and invulnerability... or bows of phantasmal hasting +to hit and damage... or split the first into two so one item gives +attack and +to hit, the other the same and between them your unit becomes immune to magic, weapons and regenerates... even better if you use a hero that is immune by default... (don't do it often but it is fun to be able to get everything in a game)

People keep sticking to the good so let's list the bad.

  • Poor AI - doesn't react to player actions
  • Cheating AI - doesn't pay upkeep, food/population works in strange ways, massive bonuses on hard/impossible
  • No aftifact use on enemy heroes
  • Relative inability to judge enemy strength... "sprites" can mean 1 or 8... (small variation is good, 800% higher than minimum expected is less fun, although you could scout (save/load)... or kamakazi nodes to find out what was really there... but it's still fairly vague only describing the highest cost unit present)
  • Bugs, bugs and more bugs... broken spells, abilities that had their success checks reversed (cloak of fear being reversed)... lots of them... some fixed but many left unfixed
  • Lack of continuation with spellcasting in battle... outside battle you could cast 5 spells per turn with a high casting skill, in battle you could cast one a turn max... total mana spent limited by casting skill, but causing most spells to become useless for large and fast battles. (blur for example, expensive and with a tiny effect... possibly even mitigated by true light/being undead... since it's a sorcery spell... but with no way to really tell)
  • No significant diplomacy options with races not sharing spell books. (if you have artificer and 1 book of each, you have trade options, otherwise you may have nothing to talk about.)
  • Poor balance, halfling slingers vs klakons... life vs death (with broken ultimate spells, poor summons, broken animate dead, useless enchantments (wraithform)... and yet still quite fun to play as, perhaps just for creating undead versions of units.
  • Can never get everything... not bad, but annoying that after a point (all nodes cleared) you are unable to ever gain the ability to gain another retort... so it could be turn 100,000 and you still can't cast web... although it functions to increases replayability. Makes little sense for non-conflicting magic schools... why if you can cast the spell of mastery are you unable to throw a fireball? (you can make artifacts afterall, I wouldn't mind if retorts were just artifacts with a mana cost of 3000 mana, it'd be too expensive to become a strategy, but would still allow it... it would be the same if you couldn't make artifacts and could run out of lairs...)
Reply #62 Top

The familiar
End of quote
I loved having familiar of some type in game that would tell you things that was kinda neat maybe they will have osmething like that in this game custom summoned Familiar could be animal could be a goblin could be a cat could be an owl could be a skelton or even a death knight or vampire who knows ?

Reply #63 Top

I agree with most of your points but I have to take issue with some of them.

Can never get everything... not bad, but annoying that after a point (all nodes cleared) you are unable to ever gain the ability to gain another retort... so it could be turn 100,000 and you still can't cast web... although it functions to increases replayability. Makes little sense for non-conflicting magic schools... why if you can cast the spell of mastery are you unable to throw a fireball? (you can make artifacts afterall, I wouldn't mind if retorts were just artifacts with a mana cost of 3000 mana, it'd be too expensive to become a strategy, but would still allow it... it would be the same if you couldn't make artifacts and could run out of lairs...)
End of quote

I think it is a very bad idea to allow you to get everything in any one game. The whole point of the system is to get you to try many different combinations, giving you interesting choices every time. If you can simply choose "everything", then suddenly every game becomes the same. You lose out on a lot of interesting choices.

Lack of continuation with spellcasting in battle... outside battle you could cast 5 spells per turn with a high casting skill, in battle you could cast one a turn max... total mana spent limited by casting skill, but causing most spells to become useless for large and fast battles. (blur for example, expensive and with a tiny effect... possibly even mitigated by true light/being undead... since it's a sorcery spell... but with no way to really tell)
End of quote

I agree that some spells are not very useful and should've been fixed/replaced. I don't agree with allowing more than 1 spell per combat round, as the entire game is balanced around that. If you could cast multiple spells per round, a lot of broken/overpowered combinations would result.

Reply #64 Top
  • Cheating AI - doesn't pay upkeep, ... massive bonuses on hard/impossible

It is strange how players today are touchy about the AIs having massive bonuses.  I also have one massive bonus, human nous (I almost can hear the AIs screaming: "cheater !!"). I play a lot of chess and once you face somebody who is not as good in the game as you, the game loses plot, is boring. So you usually give him some incredible advantage at the start (you play without a piece or two). That is not a cheating, for me. It makes the game a lot of fun, as well.

The other way round is to learn AI to play for the optimal way, which means brainlessly copying the human found routine. I know that this will sound strange, but THAT is actually boring for me ("cough, cough", here you may insert a name of  one of Stardock's games). I love to overcome incredibly "cheating" AIs, and I love to find weaknesses in their routines. David vs. Goliath!

Anyway, the 1st thing you mentioned is not true, only a common myth. AI pays upkeep, if only a 30% [edit: I was wrong, 50% on impossible, 75% on hard] of regular one. And the bonuses were made truly staggering (300% on impossible, hehe) only in the latest patch, because they were lazy to correct the AI routines and bugs instead. So what, says David.

  • food/population works in strange ways,
  • No aftifact use on enemy heroes

Both are bugs. AI can use an artifact it steals from you, but they made a stupid mistake in the creation item routine. The programmers really did horrible job with cleaning the bugs.

  • Relative inability to judge enemy strength... "sprites" can mean 1 or 8...
  • No significant diplomacy options with races not sharing spell books.

Excellent observations.

Reply #65 Top

Wizard creation tops the list.

Interaction of race selection with wizard creation.

Huge # of research options that played off of race/wizard combinations and dramatically changed game play. 

Some customization of units - I think Elemental will be even better here.  Turn-duration buff spells were cool, as were some of the permanent effects you could achieve. Chaos channels!

Item creation.

Good globals.

Lots of flavor from heroes and items that mattered - if Elemental falls short of my expectations, I'm afraid it will be here.  It's tough to build a flexible, balanced system without it feeling generic. I know that's a concern you all are paying a lot of attention to now, and I think creative partnering was a stroke of genius for managing this.  Just make sure you get good talent from the partnership, and make sure the flavor doesn't stop with the writing/text.  It needs to be embedded in the game.

One place MOM excelled was in the fun of a superstack, but I think one weakness was allowing superstacks to become too super.  Not a critical flaw in single player, but would devastate multiplayer.  Allowing that level of power while still presenting a credible threat to the uberstack will be key.  A separate mechanic outside standard combat would go a long way; Warlords 3: DLRs "assassin" functionality was a rudimentary way to implement, but it was important for making multiplayer viable.

 

 

Reply #66 Top

The manual was very cool, and the MoM strategy guide is probably the best one ever made - full details on spells and units. I firmly believe most die-hard strategy folks want visibility to the mechanics, rather than vague swags at the mechanics where patches can have sweeping impacts without any visibility to what was really changed.  Don't tell me "Armageddon deals a devastating blow to all in the area" and then change it from X gajillion points of damage to everything on the map to Y points of damage to 2 units without telling me exactly what that impact was.  The flavor text is fine, and some people *just* want to see the flavor text, but I should be able to drill down and get some math in my game without scouring through 400 lines of code for each spell, thank you very much.

Reply #67 Top

Replay due to combinatorial effects from character generation and race.

I liked other things too, like the theme and the turn-based tactical combat, but what kept me coming back was trying different combinations for effect (hmm, how about undead halflings with death magic?  What about just making high-end magic items for my heroes?  What if...).

No other game has done that, because it's impossible to do that (have hundreds of combinations) and really balance it, and multiplayer games seemingly have to be balanced in this day and age.  But I really liked the freewheeling aspect of MoM, and hope that Elemental can capture that.

Reply #68 Top

1. Lots of big nasty summoned monsters that really mean something -- Great Wyrm, Great Drake, Colossus, Sky Drake.........and most of them are useful under some situations.

2.Combinations and Varieties. Buffing Death knights, Hydra, slinger, longbow men  ..... simply rock.

3.Counter Spell. Invisibility vs True sight, Buff spell vs Dispel and Disenchant spells. I hate those AI that cast dispel spell that rip my super hero into kittie!  (And that's where Spell Lock comes into.......)

4.Feeling of achievement to conquer a node, ruin, lair..... It gives spells, artifacts and even spell books....etc!!

  And when you melt ur magic spirit with the node and see it glowing with the aura with mana flowing in. Wow! that's called an achievement.

5.Random merchants that offer artifcats, troops,......... 

6.The fame system that affect the chance to attract heroes and merchants and even the stability of citites.

7.City enhance or nerf spells.  Stream of Life, Prosperity, Gaia's Blessing, Chaos Rift, Plague...... But the buffing is way better than the nerfing spells.

There are simply too many to goes on and on.....

 

By the way, I konw MOM is not known for its AI or Balance. But sometimes over emphasis on balance simply hurts a single player game. At least that's what I think of AoW:Shadow Magic. 

 

 

Reply #69 Top

Master of Magic is a very comples game but also very simple compared to todays 4x games.

Sometimes simpler is better.

1: You have food/hammers/mana/research/ and money to worry about.

2: You don't have to research to build better units just build better buildings to build better units.

3. Resources helped give bonuses like mithril and gold but it was a percentage of food production or what have you.

           (A city with no minerals on the overland map could build swordsman)

4. The race you pick defines your stradegy and how you go about playing.

5. The magic books you pick at the start also define stradegy until you start finding books in ruins or nodes.

6. If you want a different set of untis take over a town of kobolds or trolls.

 

I am sure there more things to mention but all in all it is much simpler for a player to get into because you initally worry about weighing food to production and how big you will make your army. After a while you start worrying about research and income along with mana but it is really simple and easy for anyone to pick up and play. They may loose a few games but it can be worked out.

Just playing the beta of Elemental and already it is more complicated. You have to worry about city location, access to resources, and also what to research. Design your units and what spells to research. While it will be awesome I think it might also be very tedious at times or frustrating.

Reply #70 Top

THE GOOD

1) Tremendous variety

Huge and interesting variety of possible wizard customization options, racial choices, heroes, and randomized maps with two planes of existence

2) Great sense of exploration

Randomized maps (again), the two planes, wide range of creatures, spells, events, artifacts. Filled to the brim with stuff to encounter, acquire, or battle

3) Broad scope

You go from being a puny and weak spellcaster with a small hamlet to a mighty wizard with a multi-plane empire

4) Interesting choices

What school of magic do you specialize in? What sorts of troops do you build? Do you use regular troops, heroes, artifacts, summoned creatures, combat magic or support magic to win fights? How do you place your cities? What spells do you use against your enemies empires, and what spells do you boost your own with? Where do you expand or conquer?

--

There were some pretty significant negatives worth mentioning however

THE BAD

1) Terrible AI.

Somewhat forgiven for its age and the complexity of the game at the time, but I don't think I'd be so forgiving today. I don't even really care if the AI 'cheats' or doesn't even necessarily play by the same rules as the player, I'd rather have an interesting game, where the AI makes use of all aspects of the game, whatever methods are used behind the scenes to achieve that end.

2) Awful, tedious micromanagement.

City development was repetitive and tiresome in the mid and late game, and managing the huge numbers of troops also became a pain in the mid and late game.

3) Bugs.

Many, many bugs. Again, not surprising based on the scope of the game. Not too worried about that with Elemental though, pretty good track record so far!

4) Opaque diplomacy.

Again, I can't criticize this too much based on the age of the game, but AI diplomacy needs to be _very_ transparent, so that it's simply another aspect of gameplay, rather than an obscure, behind the scenes mechanism that is difficult to understand without access to a detailed wiki entry.

And I never want to see round robin tech tree trading abuse in another TBS again, ever :P

5) Slow pace

The counterpoint to the micromanagement, the early game often had long stretches of 'next turn'.

I'd much, much rather see the length of the game compressed somewhat so the start is quicker, and the interesting bits come more quickly for midgame, culminating in a more epic end game.

Too many turn based strategy games bog down in the mid and late game, and I know there are a thousand thousand unfinished games of Moo/Mom/Civ/GalCiv out there.

Reply #71 Top

After the update made available for MoM, it was completely awesome to play.

 

The only thing that could be said to be negative for those of us that played was the lack of multi-player capacity.

What we did instead was to have everyone gather around one computer and generate a wizard and world that we all agreed with. Save the game and make copies of that saved game.
Then everyone would have one week to play that saved game and we would see had the best score, fast win, most troops, etc.

I think the main lack of having an updated MoM, was because MOO and XCOM became such big hits. Along with many other games that they produced.

Dave Chase

Reply #72 Top

Quoting Nosrick, reply 1
Ah, my favourite game of all time!

 


Vastly diverse magic schools
Not too complex, but not too simple city building and resource management
The races were somewhat unique, in that each one required a different strategy
Wizard customisation
The exploring! Random maps == win
The terrible AI.
End of Nosrick's quote

+ The AI was not terrible it is better than Age of Wonders and HOMM series by a long shot at least it tried to beat you instead of being just a delaying action'

+ The combat was swift yet tactful. Only thing I didn't like was that running around for 25 turns with a single unit just to not lose the battle. This needs to be fixed and avenues of retreat input so stupid battles like this don't take place. Possibly just give battles a turn limit and the one ahead by size and combat eliminations WINS the battle not the idiot who just runs around for 25 turns using a game mechanic exploit.

+ A lot of diversity and difficulty with each race. Some races were overpowered (because there is no multiplayer this didn't matter) and some races were pretty weak (Gnolls).

+ Awesome magic schools and ability to make up all kinds of wizard types. Some abilities were overpowered though like alchemy where you could exchange gold for mana 1 to 1. Should cost a lot more gold for 1 energy as it was all too easy to build up your mana pool with the abundance of gold you could get. Some summoned units were waaaaay overpowered like Lycanthropes if 1 out of 9 survived you got the whole army of them back. This was stupid but a very powerful force. Sky drakes and Paladins about the only things that could take each other out. You got to one or the other and you could plow through anything. I'd rather see not so powerful units in the game that can just rampage like they could. I'd rather see level 3 units max so there's some good tactical battles and not some over-run of Tiger Tanks in the end game.

+ Random maps and placements a big plus, needed more AI opponents though. Optimum startup was small map with 4 ai opponents for me. Everyone was real close and I couldn't get 10 instant cities going which was usually the game ender because I could spread out so fast and build up on large or huge maps.

+ That your wizard or the ai wizard WASN'T out of the game just because they lost a major battle and lost their capital city. I don't like games where the game ends if you kill one particular character or take just one particular city/capital. That's alright for multiplayer and you want to finish a game in an afternoon or weekend, but, for SINGLE player games they should last a long time and there should be OPTIONS on HOW IT ENDS. Sid Meier's ALPHA CENTAURI does this very well and is my favorite CIV type game.

- The negative: Let's face it AI's are really pretty lame and stupid even though MOM's was pretty good at Hard or Impossible settings. But, I've asked this 100 times every forum I visit that is making a game. Why the hell can't you make ALL the AI opponents GO AFTER the HUMAN player when he's winning by a large margin? Cmon I know most of us just hate it at the mid game and most suredly the end game when we have NO FEAR OF LOSING. We KNOW we can defeat any SINGLE AI opponent at those points and it really makes the game POINTLESS to play to the end. BUT, if the programmers would program an ALL OUT AI OFFENSIVE vs the PLAYER and LEAVE EACH OTHER ALONE then the game could be fun all the way to the end. Medieval TW origional is the only game where I've seen this done properly by allowing dead factions to return with monster forces above and beyond what might be in play and something these EMPIRE games need badly is REVOLTS in the MID/END game like MTW did it. I love that game as I have fun all the way to the last turn. The more cities a HUMAN player gets the harder it becomes to keep them all aligned. There should be full GROUPS of them REVOLT not just ONE that is so easy to get back it's hardly worth the programming to make them revolt.

++Hopefully Brad knows all this and will make sure ELEMENTAL doesn't turn into another AOW or HOMM series of idiotic AI and no challenge whatsoever. There are so many things that could be added or tweaked to make games challenging from beginning to end. Unfortunately I don't have the funds to make one or I'd make the PERFECT Empire building fantasy wargame. It would be so good you'd cry that you have to goto school or work everyday. ;)

Reply #73 Top

Quoting IgorM, reply 33



Quoting GhostKingGeorge,
reply 27
how do i get mom?


 

Don't do it.

I recently tried to play Fallout 2 and Starcraft becuause I had fond memories of them, but when I installed them I was appalled at the graphics and animation and resolution, they look absolutely decrepit.

You just can't play old games.

 
End of IgorM's quote

He ^ doesn't know what he's talking about. I play old DOS games all the time. It's just adapting to them just like anything else in life. Graphics don't make a game anyways it's what's IN the game that makes it good or bad and how well it plays. I'll play with 8bit stickmen if the challenge is there as I did with all the DOS SSI wargames. So don't pay attention to people like him/her they wouldn't know the value of a dollar bill that had been washed in a washing machine.

Reply #74 Top

One thing I liked about MoM over say, the AoW games that came later...

 

MoM had multi-figure units for the low level units, and then less and less figures per unit up to the top tier, where you generally only had one (Unless they were Paladins)

 

After a lot of playing AoW: SM, I decided that this was actually a more important difference than it might appear, because it kept certain low rank units viable into the end game, instead of making them a liability. The fact that multi-figure units had to be dealt with differently, not all direct damage spells would spread across an entire unit, and they worked better as cannon fodder and such.

 

Sure, the top tier guys were still better, but there were notable arguments to be made for bringing a mixed bag force instead of just max stack size of nothing but your top tier unit type...

Reply #75 Top

Malleable mortal units that can be given demonic 'enhancements', or raised as undead...