![]() Should one choose to cancel a waypoint, the money won’t return to the treasury, even though nobody collected it. Weirdly enough, in order to explore ruins or various points of interest, the hero needs to raze them to the ground. The hero does something useful through a waypoint system and money rewards if one wishes him to kill a particular enemy, for example, it is necessary to click on the orc and decide how much gold the hero will get once the quest has been completed. Since he felt that micromanaging a whole army was a bit tedious, he wanted to prevent the player from issuing direct orders, not even to his loyal subjects, which are indeed fully automated. He told me that the heroes idea was first introduced in BtDP expansion but that, ultimately, the design choice mostly comes from his experience as a AD&D player. DuBois had – no suprise here – previously worked on Heroes of Might and Magic 2 and the Beyond the Dark Portalexpansion for Warcraft II. ![]() Chances are that, having played any game from the Heroes of Might and Magic franchise, means being familiar with the system. Majesty‘s main design idea is the hero system: the player has to recruit rangers, warriors and wizards to carry out various quests and level goals. ![]() Beyond the Dark Portal: inspirations for Majesty ![]()
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