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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted May 24, 2015 11:41 PM |
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Gryphs said: I am not blaming the universe for everything I don't like; the skill wheel has nothing to do with lore for instance.
It does with the 7 magic skills for 7 magic schools. I get your point though, there could be a great skill system if Ubisoft loosen a bit. Oh well..
Gryphs said: Thing is the lore bleeds into everything nowadays from units to mechanics as such when I try to make a map out of Ashan all its awful(in my opinion)ideas follow. Now I did not like the old lore that much either, but it left less of an imprint on everything outside of its sphere of influence.
So true.
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Sorts
Known Hero
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posted May 24, 2015 11:48 PM |
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Edited by Sorts at 23:51, 24 May 2015.
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Gryphs said:
Sorts said: Maybe Ashanverse has a wonky balance between gameplay and lore. maybe, i see things being in place they should be and most people here blaming lore for things they don't like, seeing it as a scapegoat for everything.
I am not blaming the universe for everything I don't like; the skill wheel has nothing to do with lore for instance. Thing is the lore bleeds into everything nowadays from units to mechanics as such when I try to make a map out of Ashan all its awful(in my opinion)ideas follow. Now I did not like the old lore that much either, but it left less of an imprint on everything outside of its sphere of influence.
Lore has always been the base for everything in games. First comes the idea of a faction and some of its themes and units and then the mechanics are based on some of those ideas.
NWC actually failed at realizing this little fact. Third game in the series and they were still throwing creatures together on basis how they felt and hiving no actual thought to it. The world itself had barely any story behind. Now lets compare it *drums of doom* to warcraft. Between its second and third game the nature of the factions and the world was fleshed out, giving a lot more solid story and world than H3.
NWC dinally tried to bring their world more into it, but were burned because having given a bare thought to lore before it, thinking that most HoMM players are aware some plot elements from the spin-offs (HoMM might be a spinoff of MM 1-5, but lets be honest MM 6-9 are spinoff's of teh HoMM series, something NWC didn't manage to realize) and they could just drop a techno faction into a fantasy game.
Lore isn't the problem that affects the gameplay of H7, other factors are.
Edit: Even 7 spell schools aren't a problem. 7 magic elements can be wrapped together in a lesser number of "schools", while being still distinct ans can 7 schools f magic made mechanically distinct and working. The problem might come from implementation, not the lore behind the decision.
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Stevie
Responsible
Undefeatable Hero
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posted May 24, 2015 11:49 PM |
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Sorts
Known Hero
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posted May 24, 2015 11:57 PM |
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Stevie said: Heroes 7 - Beta Discussions
Stevie, it would be more accurate to state that the current beta phase (closed beta) will end on 8th June. Not just the beta as whole.
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Stevie
Responsible
Undefeatable Hero
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posted May 25, 2015 12:01 AM |
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Edited by Stevie at 00:02, 25 May 2015.
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cori14
Adventuring Hero
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posted May 25, 2015 12:05 AM |
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Sorts said:
And others find some interesting elements in it or actually like Ashan as whole. In the end how much the lore and story are liked depends on the consumers reaction to it.
Personally i play most of the games for the story, preferring campaigns and scenarios with some story to tell, to just go and defeat your three snowy neighbors.
Idea that a strategy game (especially a one with rpg elements) shouldn't have some lore is an absurd one. In most of the games there is a very actual lore behind the factions in the game, that lore determining what mechanics are used for the faction in question.
Maybe Ashanverse has a wonky balance between gameplay and lore. maybe, i see things being in place they should be and most people here blaming lore for things they don't like, seeing it as a scapegoat for everything.
I can't even tell you RTS games with good or interesting story (beside Blizzard strategies and maybe the funny, over the top Red Alert). All the good RTS has next to no story to it, these games aren't for one palythrough, it's not a cinematic driven call of duty or something like that which want to reproduce an actual movie.
It's an RTS which should be about gameplay, replayability, and strategy.
And even then I talked about this before but I DON'T mind if heroes has story or lore, or even ashan(look at Heroes 5, it's a beast game), if the gameplay is not going to be bended by it.
There should be a story for story lovers and the scenarios which should expand the gameplay which you experience in the campaigns. I'm sorry to see that it's such a hard thing to do.
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Sorts
Known Hero
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posted May 25, 2015 12:14 AM |
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@ cori14
Too bad that HoMM series is a TBS not a RTS.
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verriker
Honorable
Legendary Hero
We don't need another 'eroes
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posted May 25, 2015 12:45 AM |
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Edited by verriker at 00:46, 25 May 2015.
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Sorts said: NWC actually failed at realizing this little fact. Third game in the series and they were still throwing creatures together on basis how they felt and hiving no actual thought to it. The world itself had barely any story behind. Now lets compare it *drums of doom* to warcraft. Between its second and third game the nature of the factions and the world was fleshed out, giving a lot more solid story and world than H3.
honestly, I think there are very few classic Heroes players who ever cared about this or would have painted it as a flaw,
Heroes games had their obligatory campaigns, which improved over time,
but the genius is that rather than shoving a specific lore down your throat, they also functioned perfectly as a sandbox where you could use the stock fantasy material available to create high quality stories of your own, with your own world, in your own time, which is way more fun, practical and effective than being dictated to by some pretentious publisher on a tight deadline, wasting valuable development time pushing their own bad fan fiction lol
probably another of the many reasons why the old games had such great maps with way better stories and lore than anything NWC OR Ubisoft ever made, like Gates of Hell, Thunk, The Road Home, Ghost Planet, all the rest, whereas for these new games we get like no fan maps at all, you are forced to use Ashan lol
also, Enroth actually had a pretty good amount of lore built up by Heroes 3, and Warcraft throws random creatures together even more haphazardly than the OG Heroes games ever did, hue hue hue
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cori14
Adventuring Hero
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posted May 25, 2015 01:08 AM |
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Edited by cori14 at 01:16, 25 May 2015.
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Sorts said: @ cori14
Too bad that HoMM series is a TBS not a RTS.
Okay my bad. Then can you tell me a TBS with good story?
It's even easier to answer because there are none. They are all revolve around gameplay.
Okay, I wrote 2 rants about Ashan and deleted all of it... The funny thing is I deleted one rant then started another, so I deleted that too, and now I started to rant again about ashan lol (crazy how ashan can go berserk on people )
So all in all I try not to care about this whole ashan ordeal, developers are going to implement snow story in Heroes either way so it doesn't matter if I'm angry about it or not.
verriker said:
Heroes games had their obligatory campaigns, which improved over time,
but the genius is that rather than shoving a specific lore down your throat, they also functioned perfectly as a sandbox where you could use the stock fantasy material available to create high quality stories of your own, with your own world, in your own time, which is way more fun, practical and effective than being dictated to by some pretentious publisher on a tight deadline, wasting valuable development time pushing their own bad fan fiction lol
That's the word I was searching for during my deleted rants So Ashan isn't bad because it replaces the NWC world, but because it is like a bad fan fiction, written uninterestingly. And the thing that people are getting excited about it is baffling to me.
I'm all for a good Heroes story or world, but ashan has neither, and it's not just ashan, there are a lot of video games which think have a great storyline but they have not. (call of duty for the prime example)
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Galaad
Hero of Order
Li mort as morz, li vif as vis
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posted May 25, 2015 01:49 AM |
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cori14 said: (crazy how ashan can go berserk on people )
Actually there's a dedicated thread about the Ashan issue.
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Sorts
Known Hero
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posted May 25, 2015 02:30 AM |
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@ Verriker
I would discuss it further, but i have no intention of arguing with a demagogue and a troll who is incapable of seeing any fault in actions of NWC or old HoMM games.
But leaving this so would probably cause some victorious feelings in you so some ending notes... not that they probably change something.
Also outside how necropolis looks i fail to see lore being showed down the throat and even then this seems a bit stretched. Outside element, what would stop you from making a single player map that has no connections with Ashan?
And what to you say about the Forge. Wasn't this an attempt to shove nothing meaning lore down the player's throats? Wasn't H4 a MTG crossover fan fiction of HoMM.
The old HoMM ended with H3 (or H4, depending on the point of view) and "in my not very humble opinion" it should stay so. Let the "new folks" have their approaches and stories. There is nothing inherently wrong in that. The author has changed and instead of continuing the old a new series has been started. Some people are disgruntled, others are fine with it.
Well that's enough feeding a troll.
@ cori14 i have played very little TBS games outside HoMM series. But peale the internetz exists go read some reviwes or better, play them and see how good stories or not they have.
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gourley4p
Adventuring Hero
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posted May 25, 2015 03:33 AM |
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Stevie said: Heroes 7 - Beta Discussions
Thanks, Stevie.
verriker said:
the genius is that rather than shoving a specific lore down your throat, they also functioned perfectly as a sandbox
Can't argue with that. Let's hope the map editor in VII allows the creative community to make some great maps.
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Kimarous
Supreme Hero
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posted May 25, 2015 05:03 AM |
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verriker]also, said: Enroth actually had a pretty good amount of lore built up by Heroes 3, and Warcraft throws random creatures together even more haphazardly than the OG Heroes games ever did, hue hue hue
Really now? Can you tell me... any of it? Anything at all? How about details like "how Dungeon social structure is organized", "why griffins went from a Warlock creature to a Knight creature", or "how the Conflux faction came into being"?
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GenyaArikado
Bad-mannered
Supreme Hero
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posted May 25, 2015 07:23 AM |
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RTS are probably among the games that care about the backstory and story
Battle Realms, Starcraft, Warhammer, AoM, AoE, etc.
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Avonu
Responsible
Supreme Hero
Embracing light and darkness
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posted May 25, 2015 07:31 AM |
bonus applied by Elvin on 25 May 2015. |
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Kimarous said: Really now? Can you tell me... any of it? Anything at all? How about details like "how Dungeon social structure is organized", "why griffins went from a Warlock creature to a Knight creature", or "how the Conflux faction came into being"?
If you want to know, then here are your answers:
1. Nighon is ruled by no one king or emperor but by overlords. "Might makes right" is the main rule in Nighon - overlords fight between thesmelves to gain power and land. Sometimes they unite to achive common goal (as during Restaration of Erathia) but these alliances break easly.
However there are know at least three rulers, who reign over Nighon: one was a lich emperor, who after 13 years of reign was overthrown and banished from Nighon. The second was Mutare, who first defeated all oposition and after she lost fight to Tarnum, was slain by other overlords. The third was Tarnum himself, who after Mutare dead assumed comman on Nighon forces and went to Vori to stop Gelu from destroying world (he failed ).
Nighon people live mainly underground - the land on surface is mainly desert or mountains roamed by various monsters (Warlocks' creations) but there are few towns here and there. While Nighon is ruled by overlords, the other main force is Warlocks' Guild with one guildmaster.
Nighon people are not evil - they are just greed and power hungry but they are also known traders of magic arts. Warlocks trade with Dwarves (even if they fought them during Restoration of Erathia times) and with necromacers of Deyja (Warlocks are only source of liches' Soul Jars). After all Warlocks are greedy.
Many creatures in Nighon armies are slaves/creation of Warlocks (manticores, minotaurs, evil eyes, hydras), primitives dwellers of underground (troglodytes) or as greedy as Nighonians themselves and allied with them (red/black dragons). Nighon had subdue and later allied with Kreegan Clans but after Devils betrayed Nighon during battle of Steadwick, they are not so eagier to alliance with them again.
2. Griffins on Enroth were created by Warlocks. Wild Griffins of Antagarich (different continent ) were tamed by knights and later used in their armies. That's all - you don't need dozens of lines to explain this line-up change.
3. Quote: At first, there was only void. Yet, in the nothing something arose. An ethereal substance capable of supporting life came into existence.
From the time of this forming shall I, as do all in CRON, reckon time. The shaping of this etherealness took well-nigh one century to occur and develop into recognizable form.
Next, water in vast amounts came from disorder and remained to mix with the ether. Strange beings arose out of this chaotic union. Elemental lords of great power warred for control of the waters. The greatest of these was powerful Acwalandar, mightiest and most majestic of all the Water Kings. Preternatural fierceness combined with uncanny intelligence allowed him to hold unquestionable dominion over all of the other elementals. He reigned supreme for three score and a generation of years, then turmoil erupted.
Potent creatures from an unknown, mystical land charged into CRON with conquest of the brutal Water Lords as their goal. A battle which would last centuries began. Acwalandar and his minions were taken by surprise and the strange beings gained a foothold which they would not release. Puzzlement and fear of the unknown swept through the ranks of the normally stolid water elementals. Who were these warriors who suddenly came from nowhere? They were Spirits of the Air come from afar to expand their empire. Their lord was terrible indeed, a creature of tumultuous air named Shalwend who could call upon tremendous legions of vicious air elementals to blow back the shocked Water Lords. Air fought with Water for over a century, until reaching a level of equilibrium which neither side could change.
Seeking to upset the deadlock and gain the momentum in the war against the air elementals, Acwalandar charged his servitors to create an ultimate weapon. He received much more than he wanted. His vassals summoned forth incredibly powerful creatures of destruction that would remain under the Water Lords total dominance. Fire elementals were issued forth. These hateful monsters sole purpose in life was to destroy, and at destruction their like will never be approached. They sucked the life out of the Air Spirits without mercy, forcing them to endure a slow, consuming burn until there was nothing left. However, the Fire Lords were few in number and could not totally destroy the Masters of the Wind.
The leader of the burning horde, Pyrannaste, Master of Flame, disliked the iron-fisted rule of Acwalandar and the Water Lords. Any hesitation of a fire elemental in carrying out an order issued by a Water Lord would result in extinguishment. Pyrannaste waited, for he was patient, and even though he and his vassals chafed under the rule of the water elementals they hated Shalwend and the air elementals even more.
Eighty years of servitude and war passed for the Fire Lords until Pyrannaste deemed the time proper for rebellion against Acwalandar. Wanting only to escape servitude while still being able to crush the ranks of the despised Shalwend, the Master of Flame attempted to break away peacefully from the air elementals. At first they succeeded, but resentment and overconfidence built up in the Legions of Water, Are not the fire elementals our servants, brought forth by us to serve our Heeds? Can we not crush them as we crushed the Masters of the Winds? This the armies of Acwalandar thought, forgetting that the might of the air horde must be fought once again without aid. Also forgetting that in order to extinguish a fire elemental, a Water Lord loses much of himself in the struggle that ensues.
Shrewd Acwalandar realized that the Water Lords could not hope to end victorious in a war against both the air and the fire elementals.
However, his counsel fell upon deaf ears. What good is the voice of reason to an angry mob? For fifty years Water fought Air and Fire, Fire fought Water and Air, and Air fought Fire and Water. Battles were bloodthirsty; and allies were nonexistent. CRON had transformed into a chaotic battlefield with no one group able to assert itself over the others.
And then came disaster. From places vaguely rumored to exist came the most fearsome creatures yet. Emperors of Earth they called themselves.
They were led by Gralkor the Cruel. In one fell stroke they invaded CRON and caused the petty struggles between Water, Air, and Fire to come to an utter halt. Ancient enemies were forced to unite for survival against the new, common enemy. At first, the earth elementals appeared invulnerable. Eighty years and innumerable battles later, a method was found to stop them. Acwalandar and the Water Lords would soak the earth elementals with a flood of water. Then, Pyrannaste and the Fire Lords would bake the dissipated creatures into dry silt. Finally, Shalwend and the Air Spirits would lift the silt into the sky and spread all of the particles across the world, leaving the earth elemental utterly eradicated.
Alas, the effort by the three elemental tribes was too late to stop Gralkor the Cruel and the Emperors of Earth. They had pooled together and formed a giant mass of earthen matter which floated upon water, was immune to fire, and which would not scatter as leaves upon the wind. For twenty more years the elementals attempted to overcome the earthen landmass of Gralkor the Cruel. They failed miserably and the Emperors of Earth assumed command of what would become CRON.
By the year 500, Gralkor and the earth elementals were busily constructing a fixed land area with the toil of their slaves. For almost one hundred years all of the elementals, Water, Air, Fire, and Earth, struggled to perfect the landmass. What they tame up with is what we know as the physical land of CRON.
Rumor of CRON spread to other worlds somehow and an inexorable flow, of what were to the elementals, small, pitiful creatures began to populate the world of Gralkor in the seventh century. The creatures were of many different humanoid types, but they all had basic similarities and resistances which enabled them to survive in CRON. Water beaded off them, air swirled past them, fire did burn them, but only under extremes, and mighty earth they trod upon. The humanoids were able to extract properties from each of the four element's features and use it for their own benefit. But perhaps most important of all, they could weave magic. At first, there were few of these pathetic creatures, but they multiplied rapidly and spread across the landmass. The humanoids strengthened after years of toil and pain. Ambitions grew and they attempted to make CRON their own. This aroused the attention of Gralkor the Cruel and forced him into action.
Unfortunately for the elementals, Gralkor acted too late. The humanoids had been in CRON for over seventy years and had acclimated themselves to all the difficulties which the elementals could produce. They had weapons and spells which could immobilize all but the most powerful elemental lords. Gralkor did not realize this and made a most fatal error, he attacked. He marshaled his forces for the obliteration of the feeble humanoids.
The humanoids knew what to expect and lay a trap for the elemental forces. All of the most powerful spell-casters gathered on the isle of the Ancients and combined their efforts to create an orb of power. This orb had a mystic receptacle, a four taloned claw. There was a talon for each elemental force, and alone that talon could control the elemental creatures it represented. The four talons could be combined to form a holder for the orb. This formed a weapon of incomparable power which could guarantee the complete submission or destruction of any and all elemental creatures. Many tests were made in order to perfect this weapon. Gross mutilations and horrible deaths were the results of most of these. In the latter part of the eighth century there was a human male weak in magic but strong in courage named Kalohn who tested the orb and survived unmolested. Many humanoids died before this because of Gralkor’s attack and the testing of the orb. Kalohn resolved to end it all immediately.
He went to the tallest mountain in all of CRON alone. He then challenged the four elemental lords to do battle. Much damage to the land followed, including the transformation of the mountain into the crater we know as The Dead Zone. Kalohn, armed with the orange, glowing orb emerged victorious and then banished each of the four elemental tribes to a separate corner of CRON and formed barriers to keep them imprisoned. Within each elemental zone he placed the corresponding talon of the mighty claw in the order of the elementals' appearance, water, air, fire, and earth. He kept the orb for himself.
With the elemental forces banished from direct interaction with the humanoids of CRON, civilization evolved and everyone prospered. Kalohn gained much magic power due to his battle with the elementals and his frequent use of the orb. He became King Kalohn the Conjurer and ruled wisely for thirty or more years. Peace spread throughout the land. Education began of the young and living conditions improved. Communities formed and trade developed. People were happy and content.
Then in the mid ninth century, the elementals struck back. Unable to physically enter CRON and maddened at the elementals' defeat at the hands of a single, puny human, Acwalandar studied that which defeated him, magic. He had a great aptitude for sorcery and learned quickly by studying the humanoids who ventured near his realm. He gained particular skill in forming and summoning. Using this skill, Acwalandar formed a fell creature of enormous girth and power. He filled it with life from many of his followers and endowed it with the most fearsome of weapons known to him, fire. He had created the first dragon, a creature of mindless destruction and incredible strength. This dragon was formed just outside of the water barrier and left Acwalandar with the intent to destroy Kalohn and then CRON.
King Kalohn the Conjurer sensed the dragon's creation and the threat it posed. He sought it out to vanquish it and quell the elemental lords forever. He met the dark creature in the beautiful Savannah of Plenty. Unfortunately, mighty as he was, Kalohn had only the power of the now faintly glowing orb with him and perished after a disappointingly quick battle. The dragon breathed barrels of flame and engulfed Kalohn entirely, consuming him in a bath of fiery death. Kalohn had attempted to cast a spell which would form a shield of water to protect himself, but the spell was changed as a last minute surge of power from the orb went through Kalohn's body and caused a flood to ravage the Savannah.
For all the might of the dragon, he could not fly without wings and was too heavy to swim. He died a slow death, powerless against the natural habitat of his master.
Aftereffects of the battle were numerous and disastrous. The Savannah of Plenty was destroyed and became the Quagmire of Doom, an area of great evil. However, it is rumored that the orb still exists somewhere in the Quagmire, though no one has ever found it. Dragons entered CRON through once closed corridors and wreaked havoc among the populace. Princess Lamanda, Kalohn's daughter, assumed a tentative command of the land. All of these factors led to regression and the ultimate downfall of the level of civilization which had been achieved.
Now it is the tenth century and chaos reigns. Swords and sorcery have replaced law and order as the way of life. Monsters roam the lands of CRON freely and do as they please. Isolated areas hold out against barbarism, but are doomed to fall. All that remains of CRON's glorious past are old wives' tales of mighty warriors and wizards doing battle against evil hordes and of a tragic lord, King Kalohn the Vanquished.
Long story short: Elemetals were used by the Ancients tu create worlds(hips) and after Elemental Lords begin to fear humanoids (Humans, Elves, Dwarves, etc.), the Ancients taught them how to fight and banish elementals. After their defeat, Elemetals Lords sometimes unite (or are forced to unite) for common goal (as Lucifer Kreegan threat).
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"When someone desires information, they come to me."
"Details are everything."
Pipiru piru piru pipiru pi!
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kiryu133
Responsible
Legendary Hero
Highly illogical
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posted May 25, 2015 09:12 AM |
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The old games had the game shape the lore. The new ones have the lore shape the game. One is clearly better for gameplay.
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It is with a heavy heart that I must announce that the cis are at it again.
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Gryphs
Supreme Hero
The Clever Title
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posted May 25, 2015 10:04 AM |
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Edited by Gryphs at 10:21, 25 May 2015.
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Sorts said: Lore has always been the base for everything in games. First comes the idea of a faction and some of its themes and units and then the mechanics are based on some of those ideas.
NWC actually failed at realizing this little fact.
This is not a fact a fact is indisputable truth the fact that NWC made factions in a different way disproves that making lore first is necessary whether you agree with it or not unless of course they were commercial failures which they were not. Personally I liked the "thrown together" factions but that is just me. Kiryu's above statement summarizes how I feel. The lore feels constraining limiting both gameplay and factions; now I am sure this could be addressed but right now I have not seen that or even the effort to try.
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Kimarous
Supreme Hero
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posted May 25, 2015 10:09 AM |
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Edited by Kimarous at 10:20, 25 May 2015.
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@Avonu - Legitimate thanks for the reply. Oftentimes I'd see people express that Enroth had rich lore, but the lack of specifics and my own lack of referential material made the claim feel dubious. I know see that Enroth's lore is more buried or located in supplemental games, whereas Ashan's lore is more apparent... or as some might view it, pushy.
kiryu133 said: The old games had the game shape the lore. The new ones have the lore shape the game. One is clearly better for gameplay.
In my personal fantasy world writings, I had pre-written much of the lore and kept building additional details in my perception that it made the world more interesting. This is part of why I've been supportive of Ashan's setting - between what felt like an absence of NWC lore and my own preference for lore-heavy writing, objections to Ashan's lore appeared like an attack of the very concept on lore-based writing; consequently, I took it personally.
Not long ago, however, I was starting to find that ideas that I wanted to include in my setting were getting harder and harder to introduce because of the "rich" lore I'd established. I was also getting annoyed that some story elements that I really wanted to write required trudging through story portions that were less interesting... some, in hindsight, outright padding that felt necessary for story flow.
Ultimately, in an effort to restructure the initial story, I scrapped nearly everything. Everything pre-planned, save for a semi-finished poem about a folk hero and two or three "next instalment" characters, dropped. From hereon, I intend to write the story as it makes sense to progress... with "interesting" twists along the way. I mean, I literally wrote the world has being limitless in scope - a flat world without an edge, where the unseen is merely undiscovered... so why force limitations?
Long story short, I've learned to let the adventure shape the lore, rather than let lore rule and restrict the story.
I'm finally starting to understand.
EDIT: With that said, I haven't suddenly turned anti-Ashan or anything. Just saying that you guys make more sense now.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted May 25, 2015 10:17 AM |
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Sorts said: @ Verriker
I would discuss it further, but i have no intention of arguing with a demagogue and a troll who is incapable of seeing any fault in actions of NWC or old HoMM games.
I disagree with your assessment. Verriker's ironic tone might or not sit well with you but he has proven time and again that he knows his stuff.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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kiryu133
Responsible
Legendary Hero
Highly illogical
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posted May 25, 2015 11:01 AM |
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Kimarous said:
I'm finally starting to understand.
awesome.
a deep lore has it's place, but when it interferes with gameplay, gameplay should always take precedence. always. No exceptions.
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It is with a heavy heart that I must announce that the cis are at it again.
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