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I'm not sure this has been posted here before but I figured I'd let people know that some group is working on "A true spiritual successor to Master of Magic" (their words, not mine). It really does look like what an updated MoM would look like; more worlds, more spells, better tactical combat, etc and they even have a guy who worked on MoM directing their artwork. It was backed by kickstarter campaign that I sadly missed. I'm really excited for this game if it matches my expectations (mainly balancing some of the spells, improving combat, and improving AI). More info can be found and [url=http://www.kickstarter.com/projects/304725524/worlds-of-magic-a-new-classic-4x-fantasy-game?ref=card ]here
While the kickstarter was still running, there was an active thread in the general community forum. I for one can't wait for this to be released.
I hadn't heard of this one. I played a bit of the Elemental game, I thought it had some good ideas, but it was broken with bugs and glitches even when it's patched. I didn't think another Master of Magic clone would be coming out.

I like these kinds of games, but I won't get excited about it till it's out or I see some actual gameplay. I'm not sure I like the look of the 3d though, why not stick with a much improved 2d graphics and art at a higher resolution?
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Kadlin: I hadn't heard of this one. I played a bit of the Elemental game, I thought it had some good ideas, but it was broken with bugs and glitches even when it's patched. I didn't think another Master of Magic clone would be coming out.

I like these kinds of games, but I won't get excited about it till it's out or I see some actual gameplay. I'm not sure I like the look of the 3d though, why not stick with a much improved 2d graphics and art at a higher resolution?
Drawn 2D art is more difficult and time consuming (say you want to make character with 8 direction movement with and without weapon, all animated. In 3D you create model and animation and you're done. In 2D art you draw spite for each 8 directions, then do same with with weapon) than 3D and thus expensive as you have to have more people doing it to maintain same production pace as with 3D. This is why even games that are 2D (or rather, pseudo 3D or 2.5D) usually create the art in 3D and make spites of them. However, even then it's extra work over just going full 3D.

I backed this with 24£ for early access, game and all future content so hopefully it turns out to be good game in the end.

Also, don't forget to vote for game in wishlist!
Post edited July 07, 2013 by Petrell
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Petrell: Drawn 2D art is more difficult and time consuming (say you want to make character with 8 direction movement with and without weapon, all animated. In 3D you create model and animation and you're done. In 2D art you draw spite for each 8 directions, then do same with with weapon) than 3D and thus expensive as you have to have more people doing it to maintain same production pace as with 3D. This is why even games that are 2D (or rather, pseudo 3D or 2.5D) usually create the art in 3D and make spites of them. However, even then it's extra work over just going full 3D.

I backed this with 24£ for early access, game and all future content so hopefully it turns out to be good game in the end.

Also, don't forget to vote for game in wishlist!
I suppose I just like 2D better than 3D. Not fond of the graphics in what I saw in this one so far.

You mention "future content", I hope that doesn't mean DLC. If it means future expansions, than that's good news. Hopefully it won't be Steam only like most new games.

But I'll just wait to see how the finished game looks. I loved the portraits of heroes and wizards in Master of Magic, I'm kinda curious how those will look too.
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Kadlin: I suppose I just like 2D better than 3D. Not fond of the graphics in what I saw in this one so far.

You mention "future content", I hope that doesn't mean DLC. If it means future expansions, than that's good news. Hopefully it won't be Steam only like most new games.
Yes, unfortunately future content will mean both DLC and expansions, how much depends how succesful the game become obviously. DLC will probably at least contain new factions, beyond that, who knows. Obviously I want the game at GOG as I have no use for steam games. Don't remember if it was promissed. If not that, then Humble Store.
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Kadlin: But I'll just wait to see how the finished game looks. I loved the portraits of heroes and wizards in Master of Magic, I'm kinda curious how those will look too.
Yeah, being pre alpha, everything we've been shown so far is subject to change so final look may radically differ from current one.

Here's the contents of the main game:

10 Leaders To Choose From (Or Create Your Own)
8 Factions To Rule Over
100 Units To Use In Battle
12 Spell Circles 300 Spells To Learn And Master
7 Planes To Explore And Conquer
45 Special Units (Heroes, Champions, and Titans)
20 Roaming Creatures (Dragons, Drakes, Etc.)
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Petrell: 12 Spell Circles 300 Spells To Learn And Master
7 Planes To Explore And Conquer
Sadly seeing these 2 things is starting to give me doubts. I don't know how or if they are ever actually going to manage to justify, story/plot wise, all those different planes and spells. I mean beyond the 5 standard (earth, air, fire, water and spirit) and perhaps the normal plane just not sure what the last one is. Also usually planes and circles of magic go together so not sure why they need 12 circles, it just seems that they are going to have way to much overlap or useless spells. I hate useless things in game that are just there to be there.

MoM actually does suffer from this because of the fact that every school of magic has to have 10/10/10/9 Common, Uncommon, Rare and Very Rare spells. It just stands to reason that some are almost useless and are just there to give each the same number. Especially for the cost they give them as well.

I just hope WoM is keeping the above in mind.
I, like many here I suspect. will withhold my judgment until I get to actually try it out. On one hand I would absolutely love for an updated version with MoM (even if it incorporates new ideas) and am excited that they are expressly trying to create a successor to MoM and have hired one of MoM's artists to direct the look of the game. On the other hand this is not the first time we have heard of a spiritual successor to MoM and each time one comes out if just seems to not match our expectations and we return to MoM.

Apropos to nothing, having written MoM so many times and holding it in such high esteem makes me think Freud would have a field day with this post.
Post edited July 08, 2013 by threeandhalfstar
We have put a lot of time and effort to work on this game, and still have a long path to go.
If you are interested with the progress, please visit the media section of the game's site:
http://myworldsofmagic.com/
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doomtrader: We have put a lot of time and effort to work on this game, and still have a long path to go.
If you are interested with the progress, please visit the media section of the game's site:
http://myworldsofmagic.com/
I wish you good luck with the game. It looks very nice!
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Petrell: 12 Spell Circles 300 Spells To Learn And Master
7 Planes To Explore And Conquer
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EvilLoynis: Sadly seeing these 2 things is starting to give me doubts. I don't know how or if they are ever actually going to manage to justify, story/plot wise, all those different planes and spells. I mean beyond the 5 standard (earth, air, fire, water and spirit) and perhaps the normal plane just not sure what the last one is. Also usually planes and circles of magic go together so not sure why they need 12 circles, it just seems that they are going to have way to much overlap or useless spells. I hate useless things in game that are just there to be there.

MoM actually does suffer from this because of the fact that every school of magic has to have 10/10/10/9 Common, Uncommon, Rare and Very Rare spells. It just stands to reason that some are almost useless and are just there to give each the same number. Especially for the cost they give them as well.

I just hope WoM is keeping the above in mind.
Not sure about the 12 spell circles, but 7 planes isn't hard.

The normal world
The elemental planes of Earth, Water, Air, and Fire.
The opposed planes of Light and Darkness.

That's 7 right there.
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rakenan: Not sure about the 12 spell circles, but 7 planes isn't hard.

The normal world
The elemental planes of Earth, Water, Air, and Fire.
The opposed planes of Light and Darkness.

That's 7 right there.
I think EvilLoynis is suggesting that seven planes might make the game more complicated and less enjoyable.

I don't mind seven planes, personally. I could go for even more than that, although I would make the exact number customizable from game to game.

I think Earth, Water, Air, Fire, Light , and Dark is a pretty generic, uninspired mixture, though. I would've made two or three alternate planes like Myrror -- similar to Arcanus but with different appearances and a few different fundamental rules, and of course different flora and fauna -- and the rest I would make more unique and oddball. How about a plane shaped like a cube, with the map around the six faces? How about a plane where everything is backwards, so attack spells heal and healing spells harm, and to go left you have to push the button to go right? That's the kind of thing I'd like.
My point was not that my 7 suggestions are the best, or even that 7 are needed or good in any way, merely that it's easy to get up to 7 worlds without trying hard.

Personally, I think the Realms of Magic developers are making a mistake. More is not always better. Making so many schools of magic and worlds runs a serious risk of making the world too detailed. MoM was a sandbox game. The setting was not really unique or inspired in any way. It was a framework for the player to present his own story, not a vehicle for the developers to present theirs. That's a large part of what made it amazing, and a fairly generic setting is a very helpful feature for the game to work that way.

The more detail you provide, the more you narrow the options for how the player can customize his own story.
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rakenan: My point was not that my 7 suggestions are the best, or even that 7 are needed or good in any way, merely that it's easy to get up to 7 worlds without trying hard.

Personally, I think the Realms of Magic developers are making a mistake. More is not always better. Making so many schools of magic and worlds runs a serious risk of making the world too detailed. MoM was a sandbox game. The setting was not really unique or inspired in any way. It was a framework for the player to present his own story, not a vehicle for the developers to present theirs. That's a large part of what made it amazing, and a fairly generic setting is a very helpful feature for the game to work that way.

The more detail you provide, the more you narrow the options for how the player can customize his own story.
Well one thing to keep in mind is that MOM did not have a campaign at all like most games in the genre do. I think one would have been good.

Typing this on my new smart phone so excuse typos.

Corrected typos lol, need to check if my phone has spell check for web browsing.
Post edited September 05, 2013 by EvilLoynis
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EvilLoynis: Well one rhinf to keep in mind is that MOM Adid not have a campaign at all like most games in the genre do. I thimk one would have been good.
Oh yeah, I agree. For a long time I've been thinking that if MoM had a campaign like, say, Eador: Genesis, it would be even more amazing.