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Might and Magic

From Wikipedia, the free encyclopedia

Release timeline
19861: The Secret of the Inner Sanctum
1987
19882: Gates to Another World
1989
1990
19913: Isles of Terra
19924: Clouds of Xeen
19935: Darkside of Xeen
1994World of Xeen
1995
1996
1997
19986: The Mandate of Heaven
19997: For Blood and Honor
20008: Day of the Destroyer
2001
20029: Writ of Fate
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
201410: Legacy

Might and Magic is a series of role-playing video games from New World Computing, which in 1996 became a subsidiary of The 3DO Company. The original Might and Magic series ended with the closure of the 3DO Company. The rights to the Might and Magic name were purchased for US$1.3 million by Ubisoft,[1] which "rebooted" the franchise with a new series with no apparent connection to the previous continuity, starting with the games Heroes of Might and Magic V and Dark Messiah of Might and Magic.

YouTube Encyclopedic

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  • Retrohistories: The Rise and Fall of Might and Magic
  • Gaming History: Heroes of Might and Magic 4 “The underdog of Might and Magic”
  • Heroes of Might and Magic - Did You Know Gaming? Feat. Rated S Games
  • Heroes of Might and Magic gameplay (PC Game, 1995)
  • Retro GamesPlay - Heroes of Might and Magic

Transcription

If you owned a PC, and enjoyed role playing games the period from the mid eighties to the early nineties was a really good stretch. This was the span between the first mainstream success of the Bard's Tale and the beginning of the generation of unprecedentedly good but much more intermittent releases that started around the time CD-ROM became popular. It was the era that the CRPG boomed, and it's known as the Golden Age. Companies like SSI, Sir-Tech, Origin and Interplay were at their most prolific. Never have there been more RPG's produced with such a frequency by so many different companies. But it's one particular product of the Golden Age that we're going to look at and that is New World Computing's Might and Magic. You may know more about its spin-offs: the Heroes series, Dark Messiah, King's Bounty and others; this series has had quite a lot of spinoffs. But for now we'll just look at the original series of nine classic CRPGs. Let's start in 1986, when computers looked like this "it's now a standard typewriter keyboard with special keys." and software shipped like this "Oh no, what have I done?" And this wonderful ad appeared in magazines for Might and Magic 1: the Secret of the Inner Sanctum. Set in the world of VARN, this first game followed a party of six in their adventures against the villain Sheltem. Massive for its day, the game included five towns and a dozen dungeons and its non-linearity gave the player unprecedented freedom in exploring them. It was the brainchild of a UCLA student, Jon van Caneghem, who wrote the game on an Apple II between 1983 and 86 and mailed out copies of the finished product in plastic bags from his own apartment. From these humble beginnings, New World Computing was born. The game was a critical and commercial success and ports followed to most of the popular and some of the obscure platforms of the day including the Commodore 64, NES, and of course MS-DOS; there's never been a main series Might and Magic game that didn't get a PC release. But the rapid developments of later years would quickly eclipse this first installment. For example, combat had no graphics at all; the interface was entirely text (on the PC at least; some the other ports were a little more embellished). 1988's Might and Magic 2 was a more ambitious take on the formula. It continued from the cliffhanger ending of the previous game where the party passed through a gate into a new world. The sequel introduced improvements like hirelings and trainable skills. it was one of the earliest dungeon crawlers to feature an automap though you had to train characters in the cartography skill to see it. In an unexpected twist, the game ended not with the customary boss battle but with a substitution cipher and a countdown clock, which was one of the factors CGW's long time RPG correspondent Scorpia, an enthusiastic advocate of the first game, criticized in a lukewarm review. Van Caneghem responded in the letters page with a lengthy and trenchant defense. Three years later, in 1991, Might and Magic 3 launched with a shiny new engine. The primary platform was now the PC, and the game was built with this in mind. Graphics were now vibrant 256 colour VGA and mice and sound cards were supported, allowing for the first time a musical soundtrack. But the improvements weren't just cosmetic. Maps were larger, monsters could now be seen from a distance, and ranged weapons were added. Although it featured a new group of adventurers, who would later become significant in the story of Might and Magic 7, it again picked up the plot thread from the previous two games. Despite his near defeat on two prior occasions, the party was still trying to stop the apparently elusive Sheltem. In a bizarre response to her negative review of Might and Magic 2 the developers at the game included Scorpia as a monster, portrayed in a distinctly unflattering light. Might and Magic 3 was the new high point of the series. Unlike the earlier games which have dated to the point of being quite difficult to enjoy, it still holds up pretty well. Might and Magic 4 in 1992, and 5 in 93, finally brought the Sheltem story arc to a conclusion. This pair of games shared an engine with 3, but introduced a technical gimmick that may be unique in gaming history. When both were installed, they combined to form a huge unified game, World of Xeen, containing additional content not found in either of the originals. Adventurers explored, and eventually united, the light and dark sides of a flat world. A later CD-ROM release of World of Xeen added digitized speech... "Alamar, you misguided mechanism, you'll destroy us all!" ...and it's this version of 4 and 5 that's the easiest to find today. In 1996, New World Computing was acquired for thirteen million dollars. The buyer, 3DO, owned by EA founder Trip Hawkins, was in the process of pivoting its business model into publishing, after their first attempt created a console platform... "the most advanced home gaming system in the universe" ...that nobody could afford. Jon van Caneghem, eager to produce a Might and Magic MMO, was enticed by 3DO's technology and experience in online gaming. With the launch of Ultima Online still a year away, they were the only company operating what we would now call an MMO: Meridian 59. And by the way: still running. The first Might and Magic title under the new regime was number six: the Mandate of Heaven. With a five-year gap between releases it needed to be a technological leap forward from its predecessors, and they delivered. 6 was the first in the series with a 3d world and full freedom of movement. Its engine, with creatures and objects rendered as sprites rather than polygons was behind the times even by the benchmarks of 1998 - the same year Half-Life, Thief and Unreal were released - but still, its open world and massive dungeons had few contenders in the genre. If you played it back in the day, you probably still remember it fondly. It was 1998. CRPGs were on the verge of a major revival. The future of the series looked optimistic. But it was not to last. According to John van Caneghem and others at New World, 3DO's bean counters didn't understand the creative aspects of game development and clamped down on anything too risky or innovative. They pushed the company to deliver a new Might and Magic and a new Heroes came every year. So 6 was followed by two direct sequels: Might and Magic 7: For Blood and Honour the next year and 8: Day of the Destroyer the year after that. 7 broke relatively little new ground, but it did refine some of the previous games rough edges, making for arguably the strongest game in the series. Party characters could now be races other than human, and the game featured branching endings depending on the players chosen loyalties. 8 changed the party system entirely. In this game, the player generated a single character at the start with the rest of the party being filled out from a choice of recruitable NPCs. There were more factions in play, and you could add dragons to your team. But despite these changes, the engine had barely been improved since Might and Magic 6 and the now very dated game was a disappointment to many after the high quality of the previous two entries. Nevertheless, this trilogy is still the most accessible entry point to the series, chronicling the war between the Ancients and the Kreegan on the world of Enroth. I know I said we weren't going to talk about Heroes of Might and Magic, and I'm not, except to say that the stories of Heroes 1, 2, 3 and 4 and their expansions tie in elaborately to Might and Magic 6, 7, and 8. There, I'm done, no more Heroes. In 2002, New World Computing released the final game in the series: Might and Magic 9. Jon van Caneghem stepped back from design duties on this installment for the first time in the history of the series, which might have been a warning that things were not going well. Still, with a new 3d engine and a stand-alone story, Might and Magic 9 could have been a perfect entry point for a new set of players. Unfortunately, 3DO's demand to release the game on the last day of their financial year resulted in something that was described even by its designer as "pre-alpha at best", and more harshly by CGW as "Coaster of the Year". Then things went from bad to worse. Before the game's problems could be patched, 3DO laid off most of the staff of New World Computing, and later on in a final surreal twist Trip Hawkins appeared to blame the company's failure on the Iraq War, before filing for bankruptcy and closing the doors permanently. After nineteen years and 36 games, the story of New World Computing was finished, and 3DO was 3D-own... 3D-un. 3-DONE. This idea worked better on paper... But what happened to the Might and Magic MMO that van Caneghem was so keen to make that he sold his company? Well, that project was cancelled just a few months after the acquisition, a casualty of 3DO's volatile priorities. What could have been an early, enthusiastic and innovative entry into a market now worth fifteen billion dollars a year had been unceremoniously discarded. Jon van Caneghem spent time at NCSoft before co-founding Trion, best known for Rift, though he left before its release and doesn't appear in the credits. He then went to EA Victory to produce a new free to play Command and Conquer title but in 2013 that game was cancelled and the studio shut down. Since New World Computing's demise in 2003, he hasn't released a game. The rights to Might and Magic were sold for 1.3 million dollars to a company that had been attempting to get hold of them for a while: then called Ubisoft, now they're more commonly known as f***ing Uplay. At auction, Ubisoft outbid Eidos and Turbine, and yeah, you spotted it, that right there was another missed chance to get that Might and Magic MMO. Ubisoft are still making Might and Magic games today, though their franchise takes place in a completely different setting to the universe in which all of the New World Games occur. They released Might and Magic 10 in 2014, which despite a low budget, received good reviews, but other than its name and genre that game has little in common with the rest of the series; it's a spiritual successor, not a direct sequel. Today, Might and Magic 1-9 as well as many of the spinoffs are all easily available through gog.com. In total the series offers hundreds if not thousands of hours of entertainment and can be picked up for pocket change during a sale. The GoG support forum has links to unofficial patches to remove bugs and add features, like mouselook, to several of the games. The patches for 6-8 are highly recommended, but the unofficial patch for 9 is almost essential to render it playable. And that's it for this episode of Retrohistories. I'm sorry I haven't talked about the science fiction plot elements, or the differences in the various console releases and which are the best ones to play, or Swords of Xeen, or Arcomage and the games that inspired, but I had to draw a line somewhere. Thank you for watching Retrohistories. I'll see you again in the past. Making this video turned out to be a lot more work than I expected I did have a lot of fun making it, though, and I hope you got something out of watching it. Please leave any feedback that you can think of in the comments, I'd love to hear what you thought of it. Thank you so much to the uploaders of all the material that I used. YouTube is an absolute goldmine of archival footage, and there's no way that I could have done a video like this without such a rich collection of source material. I hope the next episode of Retrohistories isn't going to take another six months. If you have a topic in gaming history that you'd like me to talk about I'd love to hear it. If you want more Might and Magic, I've got an ongoing Let's Play of Might and Magic 6 on the channel. As I record, that series is on hiatus, so it's quite a good time to catch up on the first 18 episodes. Thanks again for watching!

History

Main series

Spin-offs

There have been several spin-offs from the main series, including the long-running Heroes of Might and Magic series, Crusaders of Might and Magic, Warriors of Might and Magic, Shifters of Might and Magic, Legends of Might and Magic, Might and Magic: Heroes Kingdoms, and the fan-made Swords of Xeen.

In August 2003, Ubisoft acquired the rights to the Might and Magic franchise for US$1.3 million after 3DO filed for Chapter 11 bankruptcy.[1] Ubisoft has since released multiple new projects using the Might and Magic brand, including a fifth installment of the Heroes series developed by Nival, an action-style game Dark Messiah of Might and Magic developed by Arkane Studios, a puzzle RPG Might & Magic: Clash of Heroes developed by Capybara Games, and the mobile strategy RPG titled Might & Magic: Elemental Guardians.

Gameplay

The majority of the gameplay takes place in a medieval fantasy setting, while later sections of the games are often based on science fiction tropes, the transition often serving as a plot twist. The player controls a party of player characters, which can consist of members of various character classes. The game world is presented to the player in first person perspective. In the earlier games the interface is very similar to that of Bard's Tale, but from Might and Magic VI: The Mandate of Heaven onward, the interface features a three-dimensional environment. Combat is turn-based, though the later games allowed the player to choose to conduct combat in real time.

The game worlds in all of the Might and Magic games are quite large, and a player can expect each game to provide several dozen hours of gameplay. It is usually quite combat-intensive and often involves large groups of enemy creatures. Monsters and situations encountered throughout the series tend to be well-known fantasy staples such as giant rats, werewolf curses, dragon flights and zombie hordes, rather than original creations. Isles of Terra and the Xeen games featured a more distinct environment, blending fantasy and science fiction elements in a unique way.

The Might and Magic games have some replay value as the player can choose their party composition, develop different skills, choose sides, do quests in a different order, hunt for hidden secrets and easter eggs, and/or change difficulty level.

Plot

Although most of the gameplay reflects a distinctly fantasy genre, the overarching plot of the first nine games has something of a science fiction background. The series is set in a fictional galaxy as part of an alternative universe, where planets are overseen by a powerful race of space travelers known as Ancients who seeded them with humans, elves, dwarves and others. In each of the games, a party of characters fights monsters and completes quests on one of these planets, until they eventually become involved in the affairs of the Ancients. Might and Magic could as such be considered an example of science fantasy.

The producer of the series was Jon Van Caneghem.[2] Van Caneghem has stated in interview[3] that the Might and Magic setting is inspired by his love for both science fiction and fantasy. He cites The Twilight Zone and the Star Trek episode For the World is Hollow and I Have Touched the Sky as having inspired Might and Magic lore.

The first five games in the series concern the renegade guardian of the planet Terra, named Sheltem, who becomes irrevocably corrupted, developing a penchant for throwing planets into their suns. Sheltem establishes himself on a series of flat worlds known as nacelles (which are implied to be giant spaceships) and Corak, a second guardian and creation of the Ancients, with the assistance of the player characters, pursues him across the Void. Eventually both Corak and Sheltem are destroyed in a climactic battle on the nacelle of Xeen.

The sixth, seventh and eighth games take place on Enroth, a single planet partially ruled by the Ironfist dynasty, and chronicle the events and aftermath of an invasion by the Kreegan (colloquially referred to as Devils), the demonlike arch-enemies of the Ancients. It is also revealed that the destruction wrought by the Ancients' wars with the Kreegan is the reason why the worlds of Might & Magic exist as medieval fantasy settings despite once being seeded with futuristic technology – the worlds have been 'cut off' from the Ancients and descended into barbarism. The first through third games in the Heroes of Might and Magic series traces the fortunes of the Ironfists in more detail. None of the science fiction elements appear in the Heroes series besides the appearance of Kreegan characters in Heroes of Might and Magic III and IV. Might & Magic IX and Heroes IV take place on Axeoth, another planet which the survivors of Enroth were brought to through portals after it was destroyed in an event called the Reckoning.

The Ubisoft release Might & Magic X: Legacy departs from this continuity and is set in the world of Ashan.[4] Ashan is a high fantasy setting with no science fiction elements in its lore.[5]

Reception

Might and Magic is considered one of the defining examples of early role-playing video games, along with The Bard's Tale, Ultima and Wizardry series.[6] By March 1994, combined sales of the Might and Magic series totaled 1 million units.[7] The number rose to 2.5 million sales by November 1996.[8] and 4 million by March 1999.[9]

References

  1. ^ a b "Namco, Ubisoft and MS carve up 3DO assets". 18 August 2003. Retrieved 12 April 2019.
  2. ^ "CGW's Hall of Fame". Computer Gaming World. Archived from the original on 14 June 2016. Retrieved 12 April 2019.
  3. ^ "RPG Codex Retrospective Interview: Jon Van Caneghem on Might and Magic". RPGCodex. 18 August 2012. Retrieved 12 April 2019.
  4. ^ "RPG Codex Interview: Might and Magic X – Legacy". RPGCodex. 5 April 2013. Retrieved 12 April 2019.
  5. ^ "Discover World of Ashan". Ubisoft. Retrieved 12 April 2019.
  6. ^ Barton, Matt (23 February 2007). "The History of Computer Role-Playing Games Part 2: The Golden Age (1985-1993)". Gamasutra. Retrieved 12 April 2019.
  7. ^ "READ.ME: NTN Networks With New World" (PDF). Computer Gaming World. No. 116. March 1994. p. 14. Retrieved 12 April 2019.
  8. ^ "Power Play Magazine (November 1996)". Archive.org. 1 November 1996. Retrieved 18 April 2019.
  9. ^ "3DO Ships Might and Magic VIII: Day of the Destroyer". Business Wire. Berkshire Hathaway. 2 March 1999. Archived from the original on 12 April 2000. Retrieved 17 June 2019 – via Yahoo.com.

External links

This page was last edited on 27 January 2024, at 10:06
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