Re: Master of Magic Sequel/Remake Wishlist
Posted: Wed Apr 22, 2020 8:55 pm
Hi all, thanks for the suggestions thus far! It is good to see the love being poured out on this wonderful old game.
I have been a keen MoM player since its launch, and have been following Seravy's project with enthusiasm. I am a hobbyist board games designer, and I have some experience when it comes to updating mechanics in games.
I would like to add some suggestions that I think would make for an appropriate successor to this wonderful game, concerning the mechanics, primarily. As for aesthetics, I can hardly fault the spirit of the original game, and would not even mind a retro-looking 8/16-Bit inspired fantasy setup. My only suggestion here would be to steer clear of too-realistic or gritty aesthetics; the original's look and feel was almost campy at times, and didn't always take itself too seriously.
In the last few years, there have been some innovation in both traditional tabletop and electronic media in this genre, and I will try to highlight what I think would be a good fit for MoM; both to update it for a new audience, and to keep its original charm.
Looking at the game through the lens of the fantastic Caster of Magic mod in 2020, this is my takeaway impression:
Pros:
- Undiminished charm! This game just has a sense of fun about it. The colour scheme and music emphasize the whimsical nature beautifully. And, above all else, the use of magic that set it apart initially from its predecessors.
- Exploration of the ruins and nodes is exciting - varied enemies, varied treasure and varied approaches to solving problems.
- Dual worlds - Myrror and Arcanus. A great story line element, but also interesting how they link up mechanically and strategically, and the differences between them that can be exploited (e.g. moving troops towards an unsuspecting foe).
- Customizability of your wizard - one of the most rewarding elements of the game is trying out different starting strategies and seeing how they pan out over the game.
- Different races : each with its own flavour, but also unique abilities, units, and building trees.
- The five schools of magic (directly ported form MTG, including the concept of increasing rarity), and the different spells that add form and function to these different magical philosophies.
- The hero and equipment mini-game, which could be a central strategy feature of your game, or could just as easily be played as incidental.
Neutral:
- Square maps vs hexagons. The modern tendency seems to be heading towards employing hexagons, or even region-based control.
- Military Doom Stacks : somewhat curtailed with a maximum of nine figures. Modern tendencies in the Civ series of games have arguably lead to more dynamic tactical and strategic play vs the clash of titanic death stacks until one survives.
Cons:
- Cities offering no reasonable internal resistance aside from your garrison, and are way too easy to conquer or lose.
- No discernible territorial borders to speak of, aside from the limit of city proximity, and AI's flagrantly ignore pacts and alliances to push army stacks anywhere without repercussions.
- The unavoidable end game micromanagement seems especially bloated, and seems a feature of a bygone era.
- An under utilization of the oceans (and ignoring the skies above) as supplementary strategic arenas.
I would highly recommend considering the following game mechanics from Civilization 5, and especially from it's Vox Populi community mod:
Pros:
- Multiple Victory conditions. Essentially MoM gave us a Domination or Technology victory; it would be interesting to see other Victory conditions added akin to a Diplomatic/Economic/Culture/Religious victory, or even an optional Story line - based time condition that awards Victory on points at end game.
- Cities that have cultural boundaries, and cities that have inherent defensive fire and hit points to chew through before successfully subjugating them. The borders can be negotiated via marks of passage or the like, especially for Hero-led adventuring parties (more on this later during a board games discussion).
- The inclusion of neutral factions or city states that do not vie directly for victory, but can be interacted with in various ways, either by military subjugation, or trade, or mini quests to complete for various bonuses that cannot be otherwise obtained.
- The ability to play Tall vs Wide Empires, i.e. ways to make smaller number of cities viable vs sprawl fests. Civ V even made it feasible (with the right choices) to make a single city empire competitive. And of course all the shades of gray in between these extremes.
- Casting votes at an assembly - beyond a component of a Diplomatic victory condition, special projects or rules could be implemented. There could also be independent world-wide factions to kowtow to for related bonuses; e.g. a Hero's guild, an Artificer's Alliance or Assembly of Diviners and Seers - small bonuses for Diplomatic outmaneuvering.
Neutral:
- Hexagonal map and one unit per map hex: these could be functional, but would probably detract from the various interesting combined arms that people can muster in MoM.
- Leveling up of units give new upgrade paths vs flat stat bonuses: this might be worthwhile to consider, but the multiple enchantments already give a lot of depth to unit customization.
- Different units can have specialized functions, such as 'ranged' vs 'melee;' vs 'artillery' vs 'great people' vs 'trader' etc/ This could include mundane and summoned units; for instance, invisible units could have new scouting functionality, while Heroes on the field could still lead armies (like Great General or Admirals in Civ), or be put into governing posts in cities.
- Natural Wonders: points of interest on the map already exist in the form of the magical nodes and towers of sorcery; this might allow for more variety. Perhaps nodes or towers with different characteristics.
- World Wonders - thematically this would not make much sense in a game that is supposed to span years, not millennia. But perhaps some secret projects could be undertaken if the stars align, and perhaps tied to a story line driven victory condition that changes and has to be discovered in each play through.
- Espionage: again, I am not sure that this mechanic could be directly translated into a MoM setting, aside from economic/military sabotage or manipulating smaller factions outside of conventional diplomatic means.
Another excellent game that can be instructional is FFG's board game, RuneWars (2010), especially with regards to Heroes and how they interact with military deployments. Essentially, the phases of the board game turn was different for Heroes and Military deployments. While heroes were seen as representing small adventuring parties, suitable to completing quests which large deployments could not, they could also function as military leaders, giving a small bonus to the troops they lead. I would advocate for incorporating a similar design schema in MoM's successor. Not every quest objective would be completed with the storming of an old tower or ruin with tonnes of military forces; sometimes small bands of heroes would be suitable to retrieve artifacts, rescue a prisoner, spy on an opponent, or govern a local city. Additionally, they can act as the leader in a military deployment, granting unique tactical bonuses, whether force, positioning, privileged information gathering etc. The other aspect that might make them the interesting agents of fantasy is that it would be much easier for a band of adventurers to cross borders or get marks of passage from local authorities, making for an exciting mini-game beyond, and in addition to, the grand army strategizing.
Besides the heroes, there was some politicking in the game that could translate into something more applicable for our game-to-be than Civ V's involved political arena : at certain points in the game, there was a bidding war over influence of three main factions, and whoever retained temporary control over these factions had access to some delicious bonuses, from benefiting the most from random events to having adventurers and mercenaries flock to your banner.
I hope this has given you some new ideas or perspectives - the world of modern board games is a veritable gold mine of sophisticated mechanics that can be used in the 4X setting. I would love to hear if anyone else has come across mechanics in traditional table top games that would help make the transition of MoM successful to both a new and dedicated audience.
I have been a keen MoM player since its launch, and have been following Seravy's project with enthusiasm. I am a hobbyist board games designer, and I have some experience when it comes to updating mechanics in games.
I would like to add some suggestions that I think would make for an appropriate successor to this wonderful game, concerning the mechanics, primarily. As for aesthetics, I can hardly fault the spirit of the original game, and would not even mind a retro-looking 8/16-Bit inspired fantasy setup. My only suggestion here would be to steer clear of too-realistic or gritty aesthetics; the original's look and feel was almost campy at times, and didn't always take itself too seriously.
In the last few years, there have been some innovation in both traditional tabletop and electronic media in this genre, and I will try to highlight what I think would be a good fit for MoM; both to update it for a new audience, and to keep its original charm.
Looking at the game through the lens of the fantastic Caster of Magic mod in 2020, this is my takeaway impression:
Pros:
- Undiminished charm! This game just has a sense of fun about it. The colour scheme and music emphasize the whimsical nature beautifully. And, above all else, the use of magic that set it apart initially from its predecessors.
- Exploration of the ruins and nodes is exciting - varied enemies, varied treasure and varied approaches to solving problems.
- Dual worlds - Myrror and Arcanus. A great story line element, but also interesting how they link up mechanically and strategically, and the differences between them that can be exploited (e.g. moving troops towards an unsuspecting foe).
- Customizability of your wizard - one of the most rewarding elements of the game is trying out different starting strategies and seeing how they pan out over the game.
- Different races : each with its own flavour, but also unique abilities, units, and building trees.
- The five schools of magic (directly ported form MTG, including the concept of increasing rarity), and the different spells that add form and function to these different magical philosophies.
- The hero and equipment mini-game, which could be a central strategy feature of your game, or could just as easily be played as incidental.
Neutral:
- Square maps vs hexagons. The modern tendency seems to be heading towards employing hexagons, or even region-based control.
- Military Doom Stacks : somewhat curtailed with a maximum of nine figures. Modern tendencies in the Civ series of games have arguably lead to more dynamic tactical and strategic play vs the clash of titanic death stacks until one survives.
Cons:
- Cities offering no reasonable internal resistance aside from your garrison, and are way too easy to conquer or lose.
- No discernible territorial borders to speak of, aside from the limit of city proximity, and AI's flagrantly ignore pacts and alliances to push army stacks anywhere without repercussions.
- The unavoidable end game micromanagement seems especially bloated, and seems a feature of a bygone era.
- An under utilization of the oceans (and ignoring the skies above) as supplementary strategic arenas.
I would highly recommend considering the following game mechanics from Civilization 5, and especially from it's Vox Populi community mod:
Pros:
- Multiple Victory conditions. Essentially MoM gave us a Domination or Technology victory; it would be interesting to see other Victory conditions added akin to a Diplomatic/Economic/Culture/Religious victory, or even an optional Story line - based time condition that awards Victory on points at end game.
- Cities that have cultural boundaries, and cities that have inherent defensive fire and hit points to chew through before successfully subjugating them. The borders can be negotiated via marks of passage or the like, especially for Hero-led adventuring parties (more on this later during a board games discussion).
- The inclusion of neutral factions or city states that do not vie directly for victory, but can be interacted with in various ways, either by military subjugation, or trade, or mini quests to complete for various bonuses that cannot be otherwise obtained.
- The ability to play Tall vs Wide Empires, i.e. ways to make smaller number of cities viable vs sprawl fests. Civ V even made it feasible (with the right choices) to make a single city empire competitive. And of course all the shades of gray in between these extremes.
- Casting votes at an assembly - beyond a component of a Diplomatic victory condition, special projects or rules could be implemented. There could also be independent world-wide factions to kowtow to for related bonuses; e.g. a Hero's guild, an Artificer's Alliance or Assembly of Diviners and Seers - small bonuses for Diplomatic outmaneuvering.
Neutral:
- Hexagonal map and one unit per map hex: these could be functional, but would probably detract from the various interesting combined arms that people can muster in MoM.
- Leveling up of units give new upgrade paths vs flat stat bonuses: this might be worthwhile to consider, but the multiple enchantments already give a lot of depth to unit customization.
- Different units can have specialized functions, such as 'ranged' vs 'melee;' vs 'artillery' vs 'great people' vs 'trader' etc/ This could include mundane and summoned units; for instance, invisible units could have new scouting functionality, while Heroes on the field could still lead armies (like Great General or Admirals in Civ), or be put into governing posts in cities.
- Natural Wonders: points of interest on the map already exist in the form of the magical nodes and towers of sorcery; this might allow for more variety. Perhaps nodes or towers with different characteristics.
- World Wonders - thematically this would not make much sense in a game that is supposed to span years, not millennia. But perhaps some secret projects could be undertaken if the stars align, and perhaps tied to a story line driven victory condition that changes and has to be discovered in each play through.
- Espionage: again, I am not sure that this mechanic could be directly translated into a MoM setting, aside from economic/military sabotage or manipulating smaller factions outside of conventional diplomatic means.
Another excellent game that can be instructional is FFG's board game, RuneWars (2010), especially with regards to Heroes and how they interact with military deployments. Essentially, the phases of the board game turn was different for Heroes and Military deployments. While heroes were seen as representing small adventuring parties, suitable to completing quests which large deployments could not, they could also function as military leaders, giving a small bonus to the troops they lead. I would advocate for incorporating a similar design schema in MoM's successor. Not every quest objective would be completed with the storming of an old tower or ruin with tonnes of military forces; sometimes small bands of heroes would be suitable to retrieve artifacts, rescue a prisoner, spy on an opponent, or govern a local city. Additionally, they can act as the leader in a military deployment, granting unique tactical bonuses, whether force, positioning, privileged information gathering etc. The other aspect that might make them the interesting agents of fantasy is that it would be much easier for a band of adventurers to cross borders or get marks of passage from local authorities, making for an exciting mini-game beyond, and in addition to, the grand army strategizing.
Besides the heroes, there was some politicking in the game that could translate into something more applicable for our game-to-be than Civ V's involved political arena : at certain points in the game, there was a bidding war over influence of three main factions, and whoever retained temporary control over these factions had access to some delicious bonuses, from benefiting the most from random events to having adventurers and mercenaries flock to your banner.
I hope this has given you some new ideas or perspectives - the world of modern board games is a veritable gold mine of sophisticated mechanics that can be used in the 4X setting. I would love to hear if anyone else has come across mechanics in traditional table top games that would help make the transition of MoM successful to both a new and dedicated audience.