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Game changing elements from Master of Magic (PICS)

Game changing elements from Master of Magic (PICS)

First some background.

Like everyone on this forum, I played the hell out of, and love, Master of Magic.

I've been waiting forever for a proper sequel that would do it justice, but sadly none has come out to date.

When I heard about Elemental, I was very hopeful, and indeed the game looked promising.

After following its development for months, I caved in to my urge and bought the digital download on the first day.

For the next few days I had played straight from when I got home from work until 3 in the morning, neglecting the fact that I still have to go to work when the sun comes up.

My thoughts so far?

The game shows lots of potential, especially with the mod community, but as it stands right now, I am disappointed.

It's bug ridden and unbalanced.

Without a question, its release was premature.

Honestly, if there wasn't such an uproar about this fact, it could very well be dismissed as a few disappointed opinions.

I've decided to stop playing and wait for the game to reach a state where I can enjoy it more.

With that said, here are a few elements from Master of Magic (missing from Elemental) that would make Elemental far more enjoyable for me and, I hope, the majority of you.

Regardless of whether they're done through mods or patches, as long as they're in, I would play the sh*t out of this game!

 

Unique and interesting abilities, remember how fun these were?

 

Items were a lot more exciting.

Remember when you got that 1 item that was chock full of stats and it totally blew your mind?

 

Ranged magic attack and magic resistance are well understood, units really should be allowed ranged non physical default attacks.

 

Fame affected how frequently some random events took place - merchants, mercenaries, heroes.

 

Remember the random merchant bringing you awesome gear?

 

What happened to races, racial properties, and race specific units?

 

 

Well, thats about all I have for now.

I for one really miss these essential elements in what was supposed to be the spiritual successor to MOM.

I hope they'll be added to Elemental someday.

Let me know what you guys think.

452,970 views 139 replies
Reply #76 Top

Quoting Pantasd, reply 74

elemental has dynasty

Which is just an alternate way to get additional generic, underpowered, and boring champions. It's also not much of a dynasty, it's not like there's any kind of succession happening. You just get 4 more champions that you can sell for diplomatic purposes but that otherwise you still don't care about.

Reply #77 Top

Pretty much agree with everything the OP said.

You guys have the right general vanilla framework.Time to sprinkle some awesome on it. A great multi-colored variety of sprinkles. And pop rocks maybe. And the chocolate syrup, with magic shell!

Reply #78 Top

My thoughts so far?

The game shows lots of potential, especially with the mod community, but as it stands right now, I am disappointed.

It's bug ridden and unbalanced.

Without a question, its release was premature.

***

I for one really miss these essential elements in what was supposed to be the spiritual successor to MOM.

I hope they'll be added to Elemental someday.

Let me know what you guys think.

And Master of Magic is sooooo much better. So far i don't really have a desire to play Elemental. Why should i, if the original game is more fun and has a better gameplay?

Besides, for a Civilization player, it's kinda weird to see a supposedly "strategic" game that hides all the information possible. Arguably, Civilization I, that was released 20 years ago, has a better civilopedia (after all, it has a "concepts" section that explains important things about the game).

Tooltips in Elemental are almost useless as they are (even if they don't outright lie). A comparision with Civilization 4 tooltips or especially tooltips of some Civ 4 mods, is a total overkill.

 

Reply #79 Top

Quoting Wauthan, reply 69
This thread is getting seriously weird. If MoM was somehow resurrected using todays technology everyone would hate it. The balance and bugs where horrible in the last official patch and the concept was almost cartoony in simplicity. Face it, you don't actually want MoM. You want something new. Something better. And definitely something different since you all obviously played the game until the floppy discs shattered, and thus already know each and every detail of a winning strategy.

Actually, I'm just back from a two-hours long MoM game (not finished yet, still the early game of course), and I still love this game. No, if it actually was released today, I would not hate it. Despite its age, it still has only two glaring flaws : balance and diplomacy. The only drawbacks I find in this game are the cheap "you're at war against everyone as soon as you see them, and they have insane bonus" (making all the diplomatic options completely pointless and wasting the fun of having different AI players) that was so common in the days (remember the two first Civ...), and the horrible balancing (some units are so completely overpowered it's funny).

Patch me those two flaws, update the graphics (and they are still tolerable because of great "drawn" design) and I'm going back to spend half my waking time on MoM.

So no, I disagree with what you say. We want IMPROVED MoM, but not something DIFFERENT than MoM. The only reason I was interested in EWoM in the first place was because I heard that it was supposed to be the spiritual heir of MoM.

This discussion belongs in a MoM 2 forum. Elemental was never intended to be a sequel to MoM. Let it be judged by its own merits and flaws.

You are right on this one, and I recognized it in my first post. It's a bit unjust toward EWoM, but the fact is, as a supposed spiritual heir, it WILL be compared (and it is, and the sad fact is that the 16 years older game is actually superior...).
If you want your opinions to matter create some kind of  list of features you would like to see implemented in a patch. Keeping the suggestions feasible will help.

Well, the list is rather simple : make it more like MoM :p

Reply #80 Top

Quoting Wauthan, reply 69
This thread is getting seriously weird. If MoM was somehow resurrected using todays technology everyone would hate it. The balance and bugs where horrible in the last official patch and the concept was almost cartoony in simplicity. Face it, you don't actually want MoM. You want something new. Something better. And definitely something different since you all obviously played the game until the floppy discs shattered, and thus already know each and every detail of a winning strategy.

This discussion belongs in a MoM 2 forum. Elemental was never intended to be a sequel to MoM. Let it be judged by its own merits and flaws.

Of course we'd want an updated version of MoM on balance, AI, graphics and all. If those weren't needed, we'd just keep playing MoM (which remains, BTW, the FUNNIEST game I've ever played).

We were led to believe (or we allowed ourselves to believe!) that EWoM would be somewhat similar to MoM, so it was only reasonable to hope that with a little modding it could be indeed made into an "improved" version of MoM. Sadly that is not the case, at least not now. The game is very different, and I fear it will never replace MoM.

Quoting pmaura, reply 62
I would like to say I would gladly pay about $100 for a modern remake of MoM, and I mean that, dont add any new ruels just a super facelift that make her look 18 again.

That applies to me too. If EWoM's future expansions will make EWoM closer (or "more easily transformable") to MoM, then they will be worth every dollar.

Of course EWoM can even become its own, separate wonder, but it's not there either yet, as it's generally accepted by now. We shall see.

 

 

Reply #81 Top

Well i guess we were wrong it wont be a 2010 MoM2 new game, it will be different and lets hope it will be even better .

(but i liked MoM so much .. damn :p )

 

Reply #82 Top

Quoting Rune_74, reply 20



Quoting Birdmon,
reply 18



Quoting Rune_74,
reply 1
I loved MoM as well as anyone, but it ws a buggy mess on release and didn't finally get patched up till a year after release.



You read that on Wiki...you dont even know what DOS means. Give me a list of 5 so-called bugs form MoM (Hint on your google search) Microprose



 

Whats with the animosity?  I have had a ibm based pc since the 286(had apples before that)...I bought the game when it came out.  You are right though, I couldn't remember the length between when it came out to when it was patched so I did use wiki.  Good childish post.

 

 

 

Hehhe oh yeah disk operating system

 

26 year old with a 286...yeah ok. Animosity? take a good "read" at most of your posts. You attack those who bought this piece of *** and complain about it. This is pointless.......later.

Reply #83 Top

Fame affected how frequently some random events took place - merchants, mercenaries, heroes.


yeah, like how charisma effects this in Elemental?

Affects what?  AFAIK charisma only has a small effect on the hiring price of wandering heroes.  What else would it affect?  I've never seen a random event in EWOM, just stuff that was triggered by accessing a quest hut or goodie hut.  Am I missing something?  The manual literally says: "Look, you have stats!  They're used to calculate stuff, and you can make them bigger when you level!"  Gee thanks, guys.

Reply #84 Top

Quoting pmaura, reply 62
I would like to say I would gladly pay about $100 for a modern remake of MoM, and I mean that, dont add any new ruels just a super facelift that make her look 18 again.

If you want to add a few things here and there like a custumizable hero, more spells another race, more diplomatic options great, but dont remove shit.

refine her and fix her, dont reinvent.

 

Same here, I would pay the price of two or thee games to get a true remake of MOM!

Reply #85 Top

I would also pay for a MOM remake, but I doubt most of us here on the Elemental forums want Elemental to BE that game.

No, we want something BETTER.

We want to see Elemental have the depth, complexity, nice features, pretty UI, etc that have come to be expected from a game in this day and age. It stings when you see a game like MOM  still delivering a more 'fun' experience. You cannot help but to compare these two similiar games to one another and when the much newer game drops the ball on what we feel have become fundamental concepts to the genre, thanks to the pioneer games like MOM, heck yes we aren't happy.

Why CAN'T Elemental be better than MOM in terms of features and polish?? It should have come out of the gates besting a game 16 years old. Period.

If what Elemental placed on the table was well thought out, planned and executed instead of being bare bones, outright missing ( and buggy, but we can all understand bugs will be fixed in time and most of us CAN wait on this one ), then Elemental would simply reign supreme.

I am sure at the root of it all, what bugs most of us MOM lovers is that this game could have been such a powerhouse as to BURY what MOM ever delivered. In it's current state though, it is simply inferior in many ways, many listed in this thread.

I will be the first to admit, I love the graphics. I love being able to make my own units too. There should be more though! LOTS more! Features like your faction being able to make certain units or having unit bonuses exclusive to that faction, for example, would go such a long way to making the game more interesting and varied. I think that is one of the key things missing and what a lot of us miss from games like MOM.

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Reply #86 Top

Quoting Rune_74, reply 1
I loved MoM as well as anyone, but it ws a buggy mess on release and didn't finally get patched up till a year after release.

Buggy?  Hell yes.

Packed with features?  Also an emphatic yes.

Lots of variability (magic, races, troops, items, etc.)?  Big time.

Simplistic but very satisfying tactical combat with lots of special abilities?  See the pics above.

Unfortunately, Elemental only got the first one "right".  Yeah Elemental might be great one day, but MoM was oozing with personality, a huge variety of just about everything and lots of groundbreaking features.

Reply #87 Top

Quoting Serkon, reply 86
I would also pay for a MOM remake, but I doubt most of us here on the Elemental forums want Elemental to BE that game.

No, we want something BETTER.

We want to see Elemental have the depth, complexity, nice features, pretty UI, etc that have come to be expected from a game in this day and age. It stings when you see a game like MOM  still delivering a more 'fun' experience. You cannot help but to compare these two similiar games to one another and when the much newer game drops the ball on what we feel have become fundamental concepts to the genre, thanks to the pioneer games like MOM, heck yes we aren't happy.

Why CAN'T Elemental be better than MOM in terms of features and polish?? It should have come out of the gates besting a game 16 years old. Period.

If what Elemental placed on the table was well thought out, planned and executed instead of being bare bones, outright missing ( and buggy, but we can all understand bugs will be fixed in time and most of us CAN wait on this one ), then Elemental would simply reign supreme.

I am sure at the root of it all, what bugs most of us MOM lovers is that this game could have been such a powerhouse as to BURY what MOM ever delivered. In it's current state though, it is simply inferior in many ways, many listed in this thread.

I will be the first to admit, I love the graphics. I love being able to make my own units too. There should be more though! LOTS more! Features like your faction being able to make certain units or having unit bonuses exclusive to that faction, for example, would go such a long way to making the game more interesting and varied. I think that is one of the key things missing and what a lot of us miss from games like MOM.

This is what baffles me about the crowd that chants "Elemental's great already and will just keep getting better!"  Given Stardock's experiences (including some VERY rough and buggy launches) you'd think they'd have brought a LOT more to the table than a bare framework with which to build on.

Yes, it's very moddable (in theory since only the XML is open at the moment) and has the love and dedication of Stardock behind it, but it's still going to come off as buggy and content light to ANYONE who's not "in the know" about Stardock's past efforts.  And reviewers.

Reply #88 Top

Quoting Serkon, reply 86
It stings when you see a game like MOM  still delivering a more 'fun' experience. You cannot help but to compare these two similiar games to one another and when the much newer game drops the ball on what we feel have become fundamental concepts to the genre, thanks to the pioneer games like MOM, heck yes we aren't happy.

I think that what stings the most is that, as the developers admitted themselves to love MoM and to want to make a spiritual successor of it, it's really hard to understand how they could not SEE how and where the older game was better, and design EWoM accordingly.

Reply #89 Top

Quoting Dethedrus, reply 87

Buggy?  Hell yes.

Packed with features?  Also an emphatic yes.

Lots of variability (magic, races, troops, items, etc.)?  Big time.

Simplistic but very satisfying tactical combat with lots of special abilities?  See the pics above.

Unfortunately, Elemental only got the first one "right".  Yeah Elemental might be great one day, but MoM was oozing with personality, a huge variety of just about everything and lots of groundbreaking features.

Exactly, who's complaining about bugs in this thread? Bugs are just a fact of PC gaming and they'll get fixed fairly quickly. I'd be ecstatic if this game was buggy but had as many features and options as MoM. Heck, I've got Win 64 and an ATI card but that's not what bothers me. It's the astounding lack of depth and content that's the real problem.

Reply #90 Top

Well there is always Age of Wonders Shadow Magic. It is the closest the gaming world has ever gotten to a MoM2. Although I had much much hoped Elemental would have been even closer. :S

Reply #91 Top

We eventually will have to face it: creating a GREAT game takes more than good or even great mechanics, logic and balance. In the end a great game is also an expression of ART. If there is no personality to the game it won't capture you like MoM captured a lot of people. That's why people keep playing MoM despite of bugs, bad graphics and some balancing problems. All that can be forgiven if the game has a SOUL and is a real expression of art. Just like making a good movie takes more than a good script and a huge budget, geat effects etc, making a game is an artform. What struck me with also the first AoW was the FEEL of the pictures and graphic and the whole game. There was something magical about it, like you saw a fairy-tale unfold before your eyes.

Now, with Elemental we are definately not there yet, but let's hope there are some creative people at Stardock that Frogboy have kept downtrodden and silent so that these can now come out and infuse some SOUL into this game, if ever it is to become a classic. Giving weapons and armor to another one of your ugly if realistically looking peasants just doesn't make me think fairy-tale just yet. 

Reply #92 Top

Quoting Serkon, reply 36
Here are some things of the things MOM did SO right that I can only wish Elemental did..

From the beginning, I sat there pondering choices at character creation that would impact my game, long term.

Should I spend my 'picks' on 10 books of the same type of magic, thus allowing me to eventually research all 40 spells of that color? Should I dabble in several book colors, knowing full well I would not be able to research all of the spells, but knowing I had a chance of discovering some of the magic spells from loot for the color of magic I had books in? The traits in Elemental are either lackluster, broken, overpowered or a combination of the above.

Speaking of the books.. each one had a theme. All books had great summons, cool damage spells, but some (nature/life) had great city and unit buffs. Sorcery was the great antimagic color, or spells/units that bypasses defenses. Death magic carried negatives to diplomacy, Life carried positives. In elemental I just grab every single spellbook, cause I don't know what kind of shards I might get. Very..boring choice to make. All of the skills to pick were pretty awesome too. The real expensive ones? Like starting on Myrror, I knew right off I would be starting with less spellbooks because of the cost of the pick, but I also knew my world around me would be rich with resources, I would get to pick one of 5 very hardy or magic races with awesome special units and the nodes and towers and such around me would be tough to conquer, but offer awesome rewards. It was a strategic choice I was given and I loved it.

This point can't possibly be emphasized enough!

Magic had FLAVOR!  Retorts were potentially HUGELY powerful and had seriously game altering effects (and associated high costs for the big ones).

5 kinds of "does INT damage at range of X for 2 mana" and the like isn't variety.  It's cut and paste.

Quoting Serkon, reply 36
"The player can customize some aspects of generation (land mass size, strength of magic, etc.). The player can also customize the skills, spell choices, and appearance of the player's wizard, as well as choosing one of fourteen races for the wizard's starting city." (taken from the wiki)

Yes, I loved being able to manipulate some variables of my world before entering. I loved trying to match up specific races with special units with certain types of magic for great combos. Loved running around searching for the 'good' mineral veins so I could upgrade my units later on with magic weapons, or looking for nodes close to my city, knowing the awesome magic power I would glean from them.

All about the good combos.

Halflings with a heavy investment in life books was big on my list of fun :)

Quoting Serkon, reply 36
Heroes came with their OWN mana pools, which grew as they did. I loved knowing magic was a strong part of my game, and that each combat I was going to be able to cast up to my heroes maximum mana in spells IF I CHOSE TO, but also knowing the distance my heroes were from my capital city would affect how much of my personal 'magic' pool they would be dipping into. The pool of mana I had was the limiting factor on spellcasting, and it was great. It worked out so very well.

In Elemental I am annoyed at how little magic I can cast and how extremely long it takes to get mana back. War of MAGIC? Really? It feels more like war of 'I am out of mana, most of my spells missed, and now I am fleeing for my life or club whacking and praying' in the early parts of the game.

Also something that Stardock ought to look closely at.  Limiting magic by making the mana pool very small, neutering regen (1 per game turn?!?!?) and forcing you to use a potentially large amount of your precious essence to make even a second very weak caster.  Couple that with pitifully ineffectual magic and you have a really UNmagical experience.

Quoting Serkon, reply 36
Loved seeing my heroes level up, being able to equip great items. Being able to enchant and create my OWN magic items, limited only by the cost of making them. Want an UBER weapon? Going to cost you a LOT of mana and a lot of turns to cast it. Was awesome that you could imbue weapons you created with charges (1 to 4 charges!) of spells you personally knew, like charges of battlefield only summons, or a healing spell!) Lord, Elemental needs stuff like this.

O ye gods, yes!

Reply #93 Top

Great thread. MoM is my favorite game. Period. I bought it at release and back this year on GoG. For 5€. so, if I want to play Mom, I just start it.

So far, E:WoM I think succeeded in being different in a globally very positive way. They at least freed themselves from the over-used city management everyone has learned to know since Civilization. Many thanks for that. And for me, economics work good or only requires slight adjustments in the tech tree.

Some features are just freaking awesome. There's nothing like seeing your troops with the gear you want, even the haircut. Dynasties. Again something that doesn't exist in MoM and makes for a lot of potential. (it could be the best of Crusader Kings/Guild 2/Total War and MoM). Feature wise, this is my greatest disappointment however. Sovereign just can't die without a game over and children taking over. I like the fact that there are few magic units. It's also a fresh take on fantasy universes that are just overcrowded with mythical creatures. So, I'm all for the sovereign is a force to be reckoned with (aka the evil/good sorcerer/mage in its tower) and the only ones on par are other sovereigns and their children. It is (could be) just epic. Imagine in MP: your sovereign killed mine, but his son took revenge! Awesome moments to be remembered in perspective.

But the most urgent is combat system and balance. And possible crashers if some people can't even launch the game. After a few games, I realize balance is not as broken as I thought it was, but definitely this is the only case I wish they just shamelessly copied MoM. Those little swords/crosses/shields and hit rates ;-). So easy to understand, so full of possibilties (will I give that Unit a +1 to hit, a negate defense, a first strike, some more swords, etc...). Yeah I miss that. And like others said, it was easy to invent spells that would effect units in one of these areas. So far, I've seen two unit enchantments : Giant Strength and Stoneskin (I should try some other sov configurations). Having no spell resistance is heresy. In MoM a Mega death machine could still be vulnerable  to magic.

And for the record, I don't understand people too critic about Elemental. They are overreacting I think (I'm french speaking and a French site gave it a 3/10 : I just can't stand this; it's pure arrogant bashing).  Like the reviewer would have accomplished something in writing a page compared to the works of a team a year or more. Respect, enthousiasm, tolerance  to mistakes and humility are not worth anything today. Elemental is not perfect, can be improved in many ways (and unlike many game companies, the team looks ready to just do that), but the game is playable. The world needs dreamers even if they fail sometimes.

MoM is my favorite game since 1993, but maybe not for long... In SD I trust !

 

 

 

Reply #94 Top

Quoting phril, reply 37
A truly massive grimoire (google it, you can find the whole thing in PDF format online) with on the order of 40 spells per school of magic, covering the full range of direct combat effects, short term tactical and long term strategic troop buffs, city buffs, terraforming and world-altering global spells, the magical equivalent of Civilization's Wonders

Not to discount anything else you said (which is all entirely correct), I truly long for the days of comprehensive game manuals.  Mind you the MoM ones were eclipsed by the insanely awesome strategy guide by Prima...  time to go buy myself a replacement copy of that one if for no other reason than nostalgia alone :)

Reply #95 Top

Quoting KellenDunk, reply 40

Quoting Serkon, reply 36

Speaking of the books.. each one had a theme. All books had great summons, cool damage spells, but some (nature/life) had great city and unit buffs. Sorcery was the great antimagic color, or spells/units that bypasses defenses. Death magic carried negatives to diplomacy, Life carried positives. In elemental I just grab every single spellbook, cause I don't know what kind of shards I might get. Very..boring choice to make. 

Then why do you make that choice?

Perhaps because, due to the incredible blandness of the magic system, picking a single book or picking all of them has basically no gameplay impact.

Reply #96 Top

Quoting Baleurion, reply 63
I think the reason they didnt flat out copy MoM is because they (somewhat arrogantly) were a bit obsessed with making Elemental unique and "their own thing". But when that results in gameplay that isnt even complete or even thought out when the game is released (it feels like the gameplay itself and the different features and mechanics werent even finalized until the day 0 patch), well its just pointless..

If they just straight copied MoM at least they would START OUT with a great core gameplay experience, which they could THEN modernize and build upon. Sometimes its pointless to reinvent the wheel, especially if the wheel turns out to be a hexagon that rolls chuggishly.

You hit the nail on the head.  I don't mind that Stardock and particularly Brad were so sure they could top the reigning king of fantasy TBS while ignoring many of the lessons it taught us...  the fact that they fell so very short yet can't seem to quite admit that at least part of the MoM formula was/should have been their goal is a bit saddening.

Reply #97 Top

Quoting Nessin, reply 25

Maybe because using too much from Master of Magic is illegal?  Not that I don't think they could have taken more inspiration from the game, especially with regards to hero units, but there is a limit...

The only potential legal issue would be copyright infringement which covers artistic elements of a game such as art, story, music and sometimes "feel".  Game design does not fall into this category.  And, even if it did, Stardock could simply argue laches with regard to MoM; Microprose/Atari did not litigate game design issues when Age of Wonder came out therefor they would not have a cause of action today.

Besides, MoM was heavily, heavily influenced by Magic the Gathering.  If the holders of the Microprose IP were to sue Stardock, then I would see no reason why WotC wouldn't sue Microprose.

Anyways, I agree with the original poster.  I don't think Elemental is anything like MoM.  It should be evaluated on its own terms.

Reply #98 Top

This thread is making me seriously nostalgic. I think I'm going to go buy MoM again!

Sadly I'm pretty confident that I'll have more fun playing MoM again despite its bad AI and balance issues than I am currently playing EWOM now that the shiny newness has worn off and I'm left feeling that the game is currently quite shallow. Luckily I purchased EWOM knowing I was getting this game for the long haul so I'm not too disappointed with all the current issues.

However, I heartily agree that Stardock should reconsider incorporating many of the gameplay concepts and mechanics from MoM that made that game so much fun (and I deliberately say reconsider because presumably they already went through that exercise).

Reply #99 Top

Quoting cwg009, reply 99
This thread is making me seriously nostalgic. I think I'm going to go buy MoM again!

 

Who is selling MoM and is it run off of dosbox?