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Thread: Game idea: Might & Magic XI: Across the Bridge of Dimeensions | This thread is pages long: 1 2 · NEXT» |
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Animeman73
Hired Hero
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posted May 16, 2015 09:50 PM |
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Game idea: Might & Magic XI: Across the Bridge of Dimensions
Hey everyone, Animeman73 here. Well I'm finally getting around to fulfilling my promise. When I was on the Shadow Council Galaadlehaut challenged me to get on here and show off an idea I had for a Might & Magic game i ahd. Well, goad sir, your challenge is accepted. For you and for everyone here on the HC forum here is my idea. For now I'll only lay out the basics so that i don't bore people too much.
Story: It should be noted that this story takes place in a timeline where Sareth chose to refuse his father's power and has instead settled down with the lady of his choice (Player picks at the beginning of the game, so no complaints). The destruction of Antangarich via Armageddon's Blade and the Sword of Ice tore open a rift between the universe of the Ancients and the universes of Ashan. As a result, strange and powerful particles of energy known as Chaos energy have given the Kreegan matriarch new power and great ambition. She has begun to conquer other worlds in her universe at a faster rate. Meanwhile she has sent her mind into the universe of Ashan and taken over the body of the newly reformed Demon Sovereign. With her Chaos energy power and the body of the Demon Sovereign she has begun sending her Kreegan into Sheogh to conquer and enslave the Demons, in direct defiance of the Dragon Gods.
Meanwhile, a magically preserved map found on Greyhound Duchy lands revealed a new continent containing cities that hold knowledge and artifacts from the lost Shantiri Empire. Among the artifacts rumored to eb there is a device known as the Bridge of Dimensions. An expedition force from the various kingdoms set up a town on the small continent. But a month ago the reports from it stopped coming in. So the various lands of Ashan have sent out a call to Raiders and Thugs to apply for the expedition.
Here's where the player steps in. The player takes on the role of a Raider from the land of their choosing, and the profession of their choosing. The character can recruit from a number of different playable NPC characters, six people are allowed in total per party at a time. The job of the player is first to join the exploration team by winning the Scavenger Hunt being held on an island near the mainland. Once the party joins up with the exploration team. their job will be not only find the ancient magics which hold the key to saving the Ancients universe and Ashan from the Kreegan matriarch, but also to create their own little kingdom/duchy on the island. This comes not only by clearing out the city ruins, the caves underneath and their various nasty inhabitants, but also explore the various areas of the continent getting stronger and better. In the course of the journey two major factors will be discovered. 1. One of the Ancients has survived and found their way to Ashan. 2. In order to stop the Kreegan Matriarch a world once destroyed must live again!
Phew, that's all for now. I can put up more details later, just let me know if you want me to continue. So, what do you think and is there any place you think things could be tweaked a little. Constructive criticism and compliments are welcome. I'll happily listen to what you have to say. Thanks for your attention, and have a nice day.
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EnergyZ
Legendary Hero
President of MM Wiki
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posted May 16, 2015 10:55 PM |
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I like the idea of unifying planes and dimensions. It mixes old with new stuff.
But you know how Ubi feels about this stuff. They don't even read these posts. Probably because it reminds them of NWC era and they wanted so much new.
If there only was a new publisher... it would solve many things...
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Jiriki9
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posted May 17, 2015 01:49 AM |
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This sounds interesting so far. I, personally, would like to know more about the game mechanics. Especially: which lands and professions can be chosen? What hero development system do you envision (Stats, Xp, and SKILLS)? How would the general gameplay and the combat system be?
Also, a question of possibly mixed gameplay and storyline: When you say one carves out their own kingdome - how does it effect the game? Will you be able to deal with questions of politics as well? Will you have people serving you? ...after all, as I understood, you at first are just expedition members.
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Animeman73
Hired Hero
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posted May 18, 2015 05:09 PM |
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Hi everyone, Animeman73 here. I just finished my weekly quota of writing in surprisingly timely fashion. So now I can get round to answering questions and comments here.
@ EnergyZ: I understand your concerns, frustrations, and cynicism my good fellow. Ubisoft really did drop the ball on Their remake of Heroes of Might and Magic III, and having played Heroes of Might and Magic VI myself and experienced how buggy and crash ridden it is I get your frustrations with it too. Ubissoft's track record recently hasn't been the greatest. So before I get to explaining more of my idea hers's a suggestion EnergyW as I believe in offering up solutions as well as pointing out problems. If you can find someone who knows how to run a gaming company and them start a kickstarter campaign to get the Might & Magic franchise back from Ubisoft I'll contribute to it.
All right and now for something completely different more detail on my Might and Magic XI idea.
Jiriki9 said: This sounds interesting so far. I, personally, would like to know more about the game mechanics. Especially: which lands and professions can be chosen? What hero development system do you envision (Stats, Xp, and SKILLS)? How would the general gameplay and the combat system be?
Also, a question of possibly mixed gameplay and storyline: When you say one carves out their own kingdom - how does it effect the game? Will you be able to deal with questions of politics as well? Will you have people serving you? ...after all, as I understood, you at first are just expedition members.
@ Jiriki9: Hey there my good fellow, thanks for the great questions. Now here are the answers. As for what lands and professions can be chosen: Well as for lands ALL of Ashan is open. However it should be noted that with some lands there will be a certain measure of favorability: Those from the "Unicorn" empire will favor professions like Knights, Paladins, and light magic. With Heresh anyone from there will favor dark magic/Prime Magic, but in an interesting addition besides the usual professions I'm also having it so those from Hashima tend to favor Samurai, Ninjas, or Shinobi (A type of magic using ninja with a samurai-like code)and have a favorability with water magic. and have a favorability towards wizardry (necromancers aren't a playable character unless someone thinks differently in which case I'll hear what they have to say and the why of it).
As for the system I'm thinking of a return to the old system in Might and Magic that was used in 6 - 8. That is I'm thinking that a player has a certain set of skills at the start and the way to get more are through the various thieves guilds and fighter guilds. Also I'm thinking of the return of the Academies where people get leveled up. I think distributing skill points was a terrific skill system.
As for the stats (Come on did you think I would leave those out?) I'm thinking of bringing back the various types of liquid to increase those red = Might, Yellow = Accuracy, Blue =Personality, Orange = Intellect, Green = Endurance, White = Luck, Purple = Speed.
The gameplay in combat system would be like Might & Magic 6 -8. Nothing against M &M III, IV, V, and X but as fascinating as the grid system is I like the idea open exploration.
And finally the details of carving out one's own kingdom. Well this is where I've decided to add something new and different. I'm adding what are called Alignment quests. These are quests that will shift your player and the player alignment towards one way or another. In this case the three alignments are Good, Neutral, and Evil. Good characters will help old ladies across the street without any hesitation. Neutral characters will debate a matter before deciding whether to help an old lady across the street and if it serves the greater good. Evil characters will help old ladies across the street but for a price. As the characters and the party fulfill more alignment quests one one side less and less become available on the two others while more and more become available on their chosen said. So take heed that your decision is truly what you desire for the course of destiny cannot be turned once set in motion. This means after a while the party will reach the point where they can no longer take quests from opposing sides. That seems fair to me.
And here's the kicker at some point the heroes will have to choose which country they wish to align with. The options are in terms of alignment (If anyone thinks that there should be a change of position in certain countries please let me know and the why of it. I'll listen to what you have to say). And now here are the Kingdoms Good: The Dwarves, The holy Unicorn Empire, Irollan, Hashima. Neutral: The Orcs, The Silver Cities, The Dark Elves. Evil: The Necromancers, The remnants of those Sheogh forces still loyal to the Demon Sovereign.
As the character and their party take more alignment quests and choose which land to become allied with the buildings and the populace will come to reflect the choices the player made. So the player's actions have an effect on the look and feel of their new kingdom. And example Good characters will have more Elves, naga, and Priests etc populate their cities along with peasants and merchants who are of their particular alignment. And as to the politics thing in order to get that alliance in you're going to need to do a quest for the counbtry you wish to join (After all nothing is for free). And there will be quests where you'll have to play the game of politics (it's an inevitability).
And lastly yes you can get people to serve you. For starters there's the nonplayer characters you'll get for your party each with their own unique personality traits and banter with you and the other party members. It should even be known the Player character can have romances with some of the NPCs (I love a good well done romance). Because of which you can have Romance quests which will improve things between your character and their chosen love as well as land you a nifty item or two that can be sold for coin or used in battle. And there will be people you can hire to make your castle and your towns safer and better. At one point you can even hire what's called a Force Captain who'll head over all the guards of your kingdom. And actually as the tutorial part of the game you have to compete to get on the exploration team. But the thing is (being the quintessential storyteller I am) I'm not making this tutorial random I;'m making it a legitimate part of the story because well as soon the player character and those with them will start to discover what's going on.
Well I hope I've answered your questions Jiriki9. If anyone else has questions please feel free to to ask.
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Jiriki9
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posted May 20, 2015 08:41 PM |
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I do not have time to respond to all your answers, but thanks for them at first. It sound REALLY interesting to me!
Nwo, one thing I want to comment on:
Quote: necromancers aren't a playable character unless someone thinks differently in which case I'll hear what they have to say and the why of it
Why not do it the other way round and explain why you think they shoudl not be? But for some general reasons to have them playable:
-they get quite a much of liking, as far as I know, at least concering HoMM.
-it could brign AWESOME combos with shaping your own kingdom. I mean, anyone can have some pikemen and crossbowmen guard their Walls - but you could have Skeletons and maybe even a few Liches around. Of course, you may have these anway, but I think it being possible to shape a necromantic surrounding for your base would be quite cool. Also, this is not necessarily evil-only, so go further and imagine a GOOD town with a necromancy-edge! I think it is LOVEable.
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Animeman73
Hired Hero
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posted May 21, 2015 05:15 AM |
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Jiriki9 said: I do not have time to respond to all your answers, but thanks for them at first. It sound REALLY interesting to me!
Now, one thing I want to comment on:
Quote: necromancers aren't a playable character unless someone thinks differently in which case I'll hear what they have to say and the why of it
Why not do it the other way round and explain why you think they shoudl not be? But for some general reasons to have them playable:
-they get quite a much of liking, as far as I know, at least concering HoMM.
-it could brign AWESOME combos with shaping your own kingdom. I mean, anyone can have some pikemen and crossbowmen guard their Walls - but you could have Skeletons and maybe even a few Liches around. Of course, you may have these anway, but I think it being possible to shape a necromantic surrounding for your base would be quite cool. Also, this is not necessarily evil-only, so go further and imagine a GOOD town with a necromancy-edge! I think it is LOVEable.
You know Jiriki9 I thought about what you said and...my good man congratulations you have inspired me. I think i will put Necromancer in. It'll be the evil; promotion for the wizard. Good: Zealot, Neutral: Arch-Mage, Evil: Necromancer. And I've gotten the idea of besides elemental magic, using dark magic...and spirit magic. I figured that since Necromancers have to go into the realm of the spirit then it makes sense that they should practice spirit magic. For Arch mages besides elemental xpells I'm thinking Prime Magic, and Mind Magic. Zealots would get besides elemental magic, Light magic, and body magic. So I think I'll have Necromancers be playable after all.
And here's where things get better you can ally with the Necromancers and have that city full of undead creatures and your alliance quest is...straight from Asha herself resurrect her fallen chosen...Arantir. How does that grab you?
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Jiriki9
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posted May 21, 2015 11:20 AM |
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Edited by Jiriki9 at 11:24, 21 May 2015.
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That sounds awesome!
somethign I notice now:
Quote: I think distributing skill points was a terrific skill system.
You must hate a whole LOT of rpgs, then!
EDIT: also you said people can serve you...I'd love to have a necromancer councelling me, no matter which char I am ...will you have some kidn of councellor possibly, anyway? I could really good imagine that...maybe potentially, if (s)he doesn't like your action even a questline of conspiracy quests...uuuh...reading your game has brought back quite some ideas I myself once had
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Animeman73
Hired Hero
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posted May 21, 2015 04:40 PM |
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Jiriki9 said: That sounds awesome!
somethign I notice now:
Quote: I think distributing skill points was a terrific skill system.
You must hate a whole LOT of rpgs, then!
EDIT: also you said people can serve you...I'd love to have a necromancer councelling me, no matter which char I am ...will you have some kidn of councellor possibly, anyway? I could really good imagine that...maybe potentially, if (s)he doesn't like your action even a questline of conspiracy quests...uuuh...reading your game has brought back quite some ideas I myself once had
Hey again Jiriki9, hmm, a Necromancer adviser for the group if they join with Arantir and the Necromancers, not such a bad idea! it could say...be one of the Necromancers who has remained loyal to Arantir. As p[art of the reward for the alliance quest you get an adviser from the kingdom you join with. The the case of the Necromancers you get a Necromancer as Chief adviser (For hints, recovering stolen items, advice etc.)
I don't hate a lot of RPGs I just felt that when a charcetr gets promted having skill points to distribute among the various skills gave Might and Magic some uniqueness. I've actually ben playiung RPG games on the computer since the old D&D Gold Box games put out by SSI (Yeah I'm that old).
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MattII
Legendary Hero
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posted May 21, 2015 09:29 PM |
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Another thought on necromancers, why must they de evil? Surely if you raise the dead to fight you aren't forcing the living to do it, so that they can live their lives to the fullest extent rather than being killed in some pointless border scuffle?
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Animeman73
Hired Hero
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posted May 22, 2015 04:22 AM |
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MattII said: Another thought on necromancers, why must they de evil? Surely if you raise the dead to fight you aren't forcing the living to do it, so that they can live their lives to the fullest extent rather than being killed in some pointless border scuffle?
You make a valid point MattII do you have any suggestionso0n how I rearrange as Good, Neutral, or Evil. But then again Necromancers could be considered evil because their tampering with the cycle of life, death, and rebirth. However if you have any suggestions on a solution to this conundrum I'll listen.
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Jiriki9
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posted May 22, 2015 08:42 AM |
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IS good, neutral eevil based on teh class? I thought it was based on decisions. So if necromancer is a class, or necromancy a skill, nothing to worry about.
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MattII
Legendary Hero
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posted May 22, 2015 01:04 PM |
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Edited by MattII at 08:21, 23 May 2015.
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Animeman73 said: You make a valid point MattII do you have any suggestionso0n how I rearrange as Good, Neutral, or Evil.
Stage 1, look at the motivations, not the themes (Academy could easily be a bunch of mad mages, Stronghold could be just a bunch of Orcs wanting to be left alone, etc.)
Quote: But then again Necromancers could be considered evil because their tampering with the cycle of life, death, and rebirth.
Not really, the things they raise are dead, they're just giving animation, not actual life. also, Resurrection.
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Animeman73
Hired Hero
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posted May 23, 2015 04:06 AM |
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Jiriki9 said: IS good, neutral evil based on the class? I thought it was based on decisions. So if necromancer is a class, or necromancy a skill, nothing to worry about.
For the Wizard class if they go evil then they become a Necromancer, if they go Neutral they become an Arch-Mage, And for Good they become a Zealot. So the class is actually affected by the decision the charcter makes. A Paladin starts off as a Neutral charcter but when they reach their promotion they too can become one of three alignment based classes Evil: Death Lord, Neutral: Judge, Good: Crusader. So like I said it depends on which country you want to join and what alignment quests you've taken. the more alignment quests you take from one alignment the more likely your party is to go that direction. Oh and one more thing i forgot to mention, the playable NPC's you can bring into your party can also be promoted as well as your character and they also have ways they swing in terms of alignment.
MattII Motivation is an interesting point but you forget Angels can resurrect people and other than that one crazy angel who tried to revive his brother in Heroes VI most Angels are just honorable and good. It is true people in the various countries can be different in their ways of thinking. But on the whole I tend to believe that Necromancers are evil for the most part. But then again I'm od-fashioned because I remember Necromancers from Heroes of Might and Magic II and III they weren't very nice at all.
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MattII
Legendary Hero
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posted May 23, 2015 08:36 AM |
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Edited by MattII at 11:45, 23 May 2015.
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Animeman73 said: MattII Motivation is an interesting point but you forget Angels can resurrect people and other than that one crazy angel who tried to revive his brother in Heroes VI most Angels are just honorable and good.
To note, the upgrade of the Priest in H5 was called an Inquisitor, and that wasn't even the bad upgrade (which got called a Zealot).
Quote: It is true people in the various countries can be different in their ways of thinking. But on the whole I tend to believe that Necromancers are evil for the most part. But then again I'm od-fashioned because I remember Necromancers from Heroes of Might and Magic II and III they weren't very nice at all.
Yes, old-fashioned thinking tends to see things in terms of 'good' and 'evil', but since we never see in these games the greater society I'd hesitate to lay judgement. Mind you, I would question the morality of both the Haven and Academy which kept the Orcs and later Beastmen as pets/servants/slaves.
Don't ever be afraid to question things.
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Jiriki9
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posted May 23, 2015 09:29 AM |
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I agree with Matt on that point. But after all, this is YOUR game and I am glad the necromacne is in at all, anyway
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Animeman73
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posted May 25, 2015 05:55 AM |
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You guys do make a valid point about the Wizards and the Holy Empire doing some schmucky things. But since this is taking place during a time of the post-Dark Messiah crisis and in this time Freyda is on the throne I think the Empire is getting it's act together for the better. As for the Wizards well...I consider them neutral because well they do whatever they want whether it's good, neutral, or evil.
Although MattII your interesting points give me some ideas for the Holy Empire Alliance quest. This quest involving some nobles, and scheming inquisitors who want the Church of Elrath to take direct control of the Empire, Meanwhile Freyda and her gentleman rascal husband have been advocating for the people having more freedom. This would bring them and the conspirators into direct conflict which the party could resolve. My goodness I'm glad I got this idea on this forum because you guys are full of all sorts of inspiring ideas.
My thanks to both of you. Well, anyone else have questions or comment. I shall listen.
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Jiriki9
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posted May 25, 2015 09:32 AM |
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An interesting plot, though it may be hard to blend in with the "new world" idea, or not?!
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Animeman73
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posted May 25, 2015 05:45 PM |
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Jiriki9 said: An interesting plot, though it may be hard to blend in with the "new world" idea, or not?!
Never underestimate what a crazy American writer and a member of the Crazy Author's Society can do. Because as my taekwondo instructor taught me nothing is impossible when you set your mind to it.
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EnergyZ
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President of MM Wiki
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posted May 25, 2015 06:41 PM |
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Animeman73 said:
Jiriki9 said: An interesting plot, though it may be hard to blend in with the "new world" idea, or not?!
Never underestimate what a crazy American writer and a member of the Crazy Author's SOciety can do. Because as my taekwondo instructor taught me nothing is impossible when you set your mind to it.
Why would it be hard when it can appease both old and new fans? Just needs more imagination and logic behind it, that's all.
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Animeman73
Hired Hero
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posted May 26, 2015 03:31 AM |
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EnergyZ said:
Animeman73 said:
Jiriki9 said: An interesting plot, though it may be hard to blend in with the "new world" idea, or not?!
Never underestimate what a crazy American writer and a member of the Crazy Author's SOciety can do. Because as my taekwondo instructor taught me nothing is impossible when you set your mind to it.
Why would it be hard when it can appease both old and new fans? Just needs more imagination and logic behind it, that's all.
Give me everything on Ashan mix it with everything I know of the Ancients Universe -Smiles smugly- and then stand back and watch me work! Pardon me if I toot my horn but I am everything i say I am and what I am is that dang good!
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