» Wed Nov 25, 2009 5:55 am
I wanted to share my experience with a game called "Might and Magic 7, For blood and honor".
First of all, this game is old, and it had old graphic even for its time, but the game-play and some of its RPG elements were great, and they had carved their mark in my memory, and still I miss them in newer and more flashy games.
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OK, now my experience:
You make a team of four different characters, by selecting their race and class, and those parameters really affect what the characters can do in the game, their path of advancement, what skills they can use and how much they can advance in them, and the items and spells that they can use now, or after the first and second promotion that each character can acquire, after achieving goals and completing quests.
Each promotion for each character opens the way to acquire new skills, and use current spells and skills in better ways, and enable them to use better items and so on...
But enough about character development, because I wanted to talk about level scaling in that game, as it had none, but let's talk about my experience in that game.
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You start the game in a newbie island called Emerald Island and you are introduces to a contest that the lord of a castle in the main land, "Lord Markham", has started and has offered to gift an abandoned, and as we find later, troublesome castle to the winner of the contest, so you have to find items and perform tasks in that island and the first group to complete those tasks first are the winner, and no doubt it would be the player's group.
[OFF TOPIC]
I wish quests would be made in future RPGs in a way that the outcome would not be predestined, and some other NPCs could be the one that provided the ultimate solution for the problem and become the hero of that situation, and player would be informed that he is not needed any-more for the task.
[/OFF TOPIC]
The dragon flies found on the surface of the island were not easy task for a newbie player, but with the help of some shrines scattered over the surface, you could buff your characters so that it became easier, and the guards on the local village were more than a match for a small group of them, so you could always retread to behind those guards and pelt them with arrows as those guards hacked at them.
And there was a sneaky character who offered you a relatively high level wand of fireball that could kill a few grouped dragonflies on a single blow, (and that was awesome for a newbie character), for free, but told you that you might have to perform a task for him later.
There were other people in the village who offered other items for their prices, but I did not pay for any of them and ran in the middle of those dragon flies and provoked a large group of them to follow me into the village and those started to kill villages as they followed me, but no doubt the guards would kill a lot of them before hitting the ground, and then I would go and fetch another group of those dragonflies to clear another part of the village.
Then I looted all the corpses, dragonflies and villages, and took the items, including that nice fireball wand, and went on finishing the rest of the dragonflies. After that there would remain no living body on the surface, but the village had still houses with vendors and guilds and so on...
After that, I sold the loot and equipped my group with good gear for a newbie player, and started to enter the caves and dungeons in the island.
There was a dungeon in that newbie island, that contained a lot of critters and a single green dragon, which was the lowest level of dragons, but extremely high level for my newbie group and could kill them all with just two fireball spits, but as we entered the cave, it would be busy killing those critters around him, so we could run around the cave and loot those critters and the bodies of other contestants around the cave, and run out of it before we got killed as well.
This way we found a bow that was quite low level in the whole game but high level for our newbie characters, and some relatively nice armors.
After that we could enter the rest of the dungeons and caves with relatively well equipped characters and do the rest of the tasks easier than what it could have been.
In the end, we were the masters of the island, and killed all the enemies in there except for the dragon, which we had no hope of defeating.
After we won the contest, we could use the provided ship to land beside our gifted castle, in another village in the main land, and we could be called the lord of the castle if we could reside in it, but for now it was infested with a lot of goblins, rats and the like.
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In this area, we were a total newbie again and could not go outside of the village for long before we were forced to retreat back again, the scale of the monsters in this area was quite low if compared with the rest of the game, but for our newbie group, they were tough opponents, but eventually I could develop my group of heroes and find better gear for them, and finally conquer the area around the village and clear the castle as well, and become the lord of the area.
But as soon as I moved from the village to another area, I became a newbie again, although in another scale, and had to start from the bottom of that area and conquer that area step by step, and this trend remained to the end, until I could enter an island called the land of giants, or some such, which was filled with dragons and titans, and my group could tackle with a few of them at a time and kill them all.
We could make them fight each other and kill them while they were busy trying to kill each other, and that initial dragon that had terrified us in the start of the game, was of the lowest level dragons in the game.
But this island were not the hardest place in the game and we still had more challenging places to go, and the sense of progression in that game was absolutely insane, and the replay ability, because of specialized characters, and the choices that we had in how to specialize them was immense, and I'm still looking for a game that can beat the overall game-play of that old game.
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Morrowind was great, and Oblivion is good, but in the end all your character felt the same, you could master all the skills and become a generic character who great at doing anything.
In Morrowind you felt the progression of your character, but the scale was not high and at first you could go to 50% of the land area, and then a few levels later, 80% and soon you would became the god incarnate. Oblivion had no sense of progression at all.
In TES games you can use all the items at the beginning of the game, so there is no sense of accomplishment in this subject, only when you find a new one, you feel you have done something, but in that game when I finally could use a high level item, or a new ability, I felt that I had reached a new era.
In that old game, after each promotion, you could use your current spells in a more advanced way, and use them in a better and more efficient way, and I see nothing like that here, sorry I err, you use less magicka for your spells, but in MM7, the old spells gained new effects and powers as you advanced you skills.
In that game it was like you are in an invisible prison that you could not sense in the beginning, with layers and layers of chain that tied your abilities and possibilities, but after you broke out of each chain, you sensed that you were previously in a prison that you could not sense, and you are now quite free, until you broke out of another chain and could sense a greater elation and triumph another time, and so on.
There was always another milestone ahead to conquer, and free yourself from another chain that had tied your powers and abilities, but in that action you specialized more and more, and could not master all the abilities in the game.
And there was always more dangerous places to conquer, step by step, until you reached the end of the game.
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But in open worlds like TES games, the end of the game should not be the most dangerous place, but somewhere in the middle, and the most dangerous areas and dungeons, should be kept for more adventurous players to find and conquer, and some misc and guild quest could send players to some of those places.
OK, that was a long post, but I wanted to show that limiting the players at the beginning of the game to safer areas, and limiting their abilities to a few newbie powers, limiting them to usage of newbie items, and letting them to conquer new areas step by steps, and acquiring new powers step by step, and learn how to use more advanced gear, step by step, can result in a great game-play that IMHO is the best experience in an RPG game, and would result in a great sense of progression that is the core of RPG game-play.