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Pretty much every MM is an open-world game. As far as the overworld is concerned, you can go just about anywhere right from the start, provided you have the skills to get there (all acquired near the very beginning) can defeat the monsters that roam those areas. With dungeons it's different as they're locked and you have to obtain keys by completing previous characters.
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stephane910: Simple, M&M 6 is like the witcher 3, some huge maps not linked between them. Same thing in baldur's gate except the map are little.
Compare M&M3 and M&M6, you will understand.

M&M6,7,8,9 are not open world.

If you want more details in my explanation I can in french because my english is too poor to explain more in details.

In lands of lore, there is respawn in some maps but it is justifiy. If you destroy the nest, no repawns.

I don't remember the name of map.
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advancedhero: Okay, I know what you mean. By not open world I thought you meant the game was linear, when you meant that you don't like how MM6 is broken up into smaller maps that you travel between.
Then again, I would point out that MM3's maps are broken into sectors too, although it is instant to travel between them. It is kind of funny though how you can run away from enemies right by you by going to a different sector, and they can't follow you.
At the time of M&M3, technlogoy can explain why monsters disappear between different sectors. It was normal.
Although, it's was a true openworld because you can explore 100% of the map.
In M&M6, only some parts of map are available. It's wihy it's not an open world for me or a cut open world if you want. in M&M7, 8 and 9 it was worst (in m&m9 maps are little).






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Sarisio: Might and Magic all had respawns. Even Clouds of Xeen - if you leave some town without killing "boss", it will repopulate, try it with Vertigo.
Visit town without killing boss during very long time is very strange in M&M 4 because city are not difficult.
It's more logical to have respwan if you don't kill boss. In M&M6 you can kill boss and alla ennemys, 6 months after, all ennemies respwan. It's just a bad design.


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Sarisio: I didn't play Strahd's Possession, but people say it also has partial respawn.
I have finished three times and never seen any respwan.

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Sarisio: Baldur's Gate had respawns. All over the place.
Like in stonekeep, I have finished this game many times and I have never seen rrespwan.
Post edited September 05, 2017 by stephane910
Both were good. Xeen, however, was so spiffy (in part because it was the end of the story arc for the first 5 MM games) that I made a D&D campaign set in Xeen.

https://campbellgrege.com/work-listing/dnd/

However, I have liked 3-5. I sometimes preferred 3 since it had more sci-fi elements and it allowed 8 characters max instead of 6 as in Xeen. (I have generally enjoyed large party options in games.)

In MM3, I very advise you make a custom party. For your convenience, include a full Robber (Dwarf), Cleric (Gnome), Sorcerer (Elf), and Ranger (pick a race)/Druid (Gnome). The Ranger/Druid is mostly there for the Walk on Water spell, though a Sorcerer can sometimes use Teleport to compensate. While you can learn Thievery through other means, starting with a Dwarf Robber is the best way to open locked stuff early game.
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Endarire: Both were good. Xeen, however, was so spiffy (in part because it was the end of the story arc for the first 5 MM games) that I made a D&D campaign set in Xeen.

https://campbellgrege.com/work-listing/dnd/

However, I have liked 3-5. I sometimes preferred 3 since it had more sci-fi elements and it allowed 8 characters max instead of 6 as in Xeen. (I have generally enjoyed large party options in games.)

In MM3, I very advise you make a custom party. For your convenience, include a full Robber (Dwarf), Cleric (Gnome), Sorcerer (Elf), and Ranger (pick a race)/Druid (Gnome). The Ranger/Druid is mostly there for the Walk on Water spell, though a Sorcerer can sometimes use Teleport to compensate. While you can learn Thievery through other means, starting with a Dwarf Robber is the best way to open locked stuff early game.
Eh, I always had a ninja in my party. With the ability to save anywhere, insta-kill traps weren't really an issue as you can just reload and try again. And for parts that were impossible for my ninja to get at their level you can just Lloyd's Beacon to a fountain that gives you levels and then go open the locked door/chest. I didn't really have any issue with locked things playing with my ninja- and it just gave me extra melee power.
But I just preferred to have more might rather than a slight bonus to thieving. Either way could work well,