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I've actually asked myself what made MoM so amazingly fun more than once over the years. A lot of it, I'm sure, is art - that combination of aesthetics and game play which differentiates a good game designer from one who is merely mediocre. Still, there are tons of good, and even great games out there which don't scratch my itch for a successor to MoM.

In my mind, a good MoM successor needs to have several traits.

1. Player created settlements. None of this stuff where the map is drawn and cities are placed where the designer wants them. If I can find a way to plop down a bunch of my folks and build a town there, I should be allowed to do so.

2. Races (and the towns they live in) should be varied. I liked having the choice of several varieties of humans, elves, dwarves, and other fantasy staples, along with slightly more unique races like the Klackons.

3. The character of a town should reflect the town's inhabitants, not just its current ruler. The Total War games have been awful in this regard, although I tend to like them otherwise. Every city you rule is just like every other city you rule, you raise the same units from them and build the same buildings, based on your empire rather than who actually lives there. Did Spain just conquer Norway? Then look at those Norwegians supply you with Jinettes and Conquistadors.

4. Tactical combat is a must. It doesn't need to clone what MoM had, I currently like the idea of a Total War style pausable real-time battlefield, modified to support giant units like dragons and such. Probably with unit size set to something really small, to make combat feel like a few groups of heroic individuals instead of massive faceless armies. Still, that's far from mandatory in detail. Having *SOME* sort of tactical combat is needed.

5. A system by which "you," that is, the being you are supposedly controlling in the game, can customize your starting stats and improve yourself over time, just as you had picks when creating a custom wizard in MoM and gained power as you researched new spells and occasionally gained new abilities from dungeons.

6. Dungeons on the overworld map. Exploring the overworld and conquering nodes and towers and ruins was in many ways more enjoyable that subjugating your wizard opponents.

7. Multiple worlds. Arcanus and Myrror (or an equivalent, surface and underworld would work fine) are a minimum, but I'd love to see even more done with the concept of travel to alternate worlds.

Those are the traits that, if I saw them in a game that was done well and fun to play, would make me think the game was a worthy successor to Master of Magic. I'd love to hear what other people think a worthy MoM successor would need.
Crikey, I nearly had an accident at the thought of 'Fantasy: Total War'...
There are several total conversion mods of various Total War games to change them to Middle Earth or the Wheel of Time world or whatever. They tend to fall apart when you realize that the engines have never really been designed for huge individual units like dragons or those huge oliphant things from Lord of the Rings. It would probably require a dedicated new battle engine optimized for just that to get it working right, and the Creative Assembly has been unwilling to enter those waters in the past.
I would love to see it too, esp the part about the multiplicity of races. They should be different like in MOM, not simply the same objects with the same attributes but different names and a different look.
If there's one game that comes even close it's probably Dominions (3). It definitely provides diverse races and a bajillion spells at least. The gameplay itself is quite different, it's not hard to see where the game's inspiration came though. And even better, instead of just sitting in your fortress for the whole damn game, you can now go and personally throw gigantic balls of fire at people. Or bite their heads off, if you want to be a dragon. Or just sit there, if you want to be a fountain instead. Yes, a fountain, as in that thing that sprays water. Or an inscription on the wall, which is more or less as useful as a fountain. Doesn't prevent you from casting spells from the safety of your fortress though.

If you haven't done so already I recommend checking it out, even if it doesn't fulfill your criteria.
I think Age of Wonders comes MoM really close.
In AoW 2 where you able to dig out tunnels and places in the Underground to build Cities.
They have great similarities and with an MP its a good alternative.
One of the best things is the restriction of casting range. Every Hero and Yourself had a short range but in a City with a Mage tower it was greatly enhanced.
Armies near the attacker or deffender fought in the fight too.
There is a lot more to say but Playing it is worth it and you will see the similarities and differences.
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rakenan: I've actually asked myself what made MoM so amazingly fun more than once over the years. A lot of it, I'm sure, is art - that combination of aesthetics and game play which differentiates a good game designer from one who is merely mediocre. Still, there are tons of good, and even great games out there which don't scratch my itch for a successor to MoM.

In my mind, a good MoM successor needs to have several traits.

1. Player created settlements. None of this stuff where the map is drawn and cities are placed where the designer wants them. If I can find a way to plop down a bunch of my folks and build a town there, I should be allowed to do so.

2. Races (and the towns they live in) should be varied. I liked having the choice of several varieties of humans, elves, dwarves, and other fantasy staples, along with slightly more unique races like the Klackons.

3. The character of a town should reflect the town's inhabitants, not just its current ruler. The Total War games have been awful in this regard, although I tend to like them otherwise. Every city you rule is just like every other city you rule, you raise the same units from them and build the same buildings, based on your empire rather than who actually lives there. Did Spain just conquer Norway? Then look at those Norwegians supply you with Jinettes and Conquistadors.

4. Tactical combat is a must. It doesn't need to clone what MoM had, I currently like the idea of a Total War style pausable real-time battlefield, modified to support giant units like dragons and such. Probably with unit size set to something really small, to make combat feel like a few groups of heroic individuals instead of massive faceless armies. Still, that's far from mandatory in detail. Having *SOME* sort of tactical combat is needed.

5. A system by which "you," that is, the being you are supposedly controlling in the game, can customize your starting stats and improve yourself over time, just as you had picks when creating a custom wizard in MoM and gained power as you researched new spells and occasionally gained new abilities from dungeons.

6. Dungeons on the overworld map. Exploring the overworld and conquering nodes and towers and ruins was in many ways more enjoyable that subjugating your wizard opponents.

7. Multiple worlds. Arcanus and Myrror (or an equivalent, surface and underworld would work fine) are a minimum, but I'd love to see even more done with the concept of travel to alternate worlds.

Those are the traits that, if I saw them in a game that was done well and fun to play, would make me think the game was a worthy successor to Master of Magic. I'd love to hear what other people think a worthy MoM successor would need.
Just one with really good AI , but about the same so I can use some of the most powerful methods with more of a challenge.
I would love a really challenging AI, but I'm by now convinced that the state of the art in AI, at least as much of it as can be affordably implemented on a PC, does not allow the AI to be truly challenging. A human who is willing to think his actions through will almost certainly be able to tie the AI in knots.

There have as yet been zero AIs in strategy games that have done a good job. Most are actually worse than what Master of Magic had. Sometimes that's a matter of non-AI-compliant game design, like Civilization 5 with its 1 unit per tile restrictions devastating the AI's ability to wage war effectively. Usually it's just that AI that can react and learn from a human player is not actually easy to develop.

Even Galactic Civilizations 2, which has some of the best AI of any game in this genre, has to give the AI cheating bonuses at the higher difficulty levels to allow it to compete.
It's interesting reading your ideas here, rakenan, because it highlights how different people can like the same game for different reasons. I think what you're suggesting could make a really good game, but I would probably take a different approach. Or I would make the starting parameters of the game very broad and user-configurable so they could include most of the things you want and/or most of the things I want.

One of the reasons it's been so hard for anyone to make a worthy successor to MoM is that, in my opinion, MoM is near-perfect as it is. Sure, it's got flaws, but they're mostly the right kind of flaws (more endearing than aggravating), and when you consider what the aim of the game is, I think it really hit the bullseye. Aside from the most obvious items like improved graphics and AI (to the extent that's possible), I would be inclined to leave most things as they are.

A few things I might change:

1) I would make the gate in city walls impassible to attacking units. Capturing a walled city should require some way of going over, under, or through the walls.

2) I would elaborate on explorable sites like ruins and nodes to make them seem more like dungeons, and investigating them seem more like an adventure. Maybe there are traps or riddles as well as guardians, and maybe there are different guardians on multiple levels of the site. There are lots of things that could be done with this.

3) I like the idea of more planes, and maybe underground caverns for both Myrror and Arcanus, but I would keep this as a user-configurable parameter for each game.

4) People seem to like the idea of independent kingdoms, and I could get behind that, but I would not have independent wizard kingdoms. All wizard rulers are your competitors, ultimately. Independent rulers should be exceptional but non-magic individuals like warrior heroes or politicians, and they should have unique non-magical powers to make your life miserable.

That's my thinking, anyway.
Well UniversalWolf, I like your ideas too. Well, except for the first one. There are lots of problems with MoM city assaults, but that has never seemed like one to me. The fact that the AI doesn't know how to deal with walls at all is more of an issue. The fact that the defender has to actually defend the gate to prevent enemies rushing through, and that if the attacking force is powerful enough it can storm right over the defense isn't an issue to me. This is a heroic fantasy game, not a realistic siege simulator.

Even if it were a realistic siege simulator, attacking forces routinely improvised siege weapons on the spot when they were assaulting a city. We may not be talking huge catapults of siege towers, but ladders and battering rams, sure. I don't want Total War style marathon siege battles, so I'd rather just keep the system abstracted to the point that defenders inside a walled city get some combat bonuses and attackers can only attack through the gates unless they fly or the wall is breached.

Probably needs to be a better bonus for walls, though. The piddling defense bonus you get for walls in MoM is often quite hard to notice.
Two other things that MoM did and most other games seem not to:

Units are actually squads rather than individuals, and they deploy/maneuver as squads rather than individuals or an enormous abstract 'stack'.

Armies aren't dependent on having a hero to be put together or move around.

But the single biggest thing that I can think of in terms of designing a MoM2 is that the individual systems should be kept simple as they were in MoM1. Taken together they had some complex interactions, but each one was "light" enough that it was easy to understand and quick to deal with.

One of the pitfalls of 4X sequels (and in some cases, first-time designs) seems to be the "more is better" mentality and that either slants the game toward one or two specific gameplay elements, or simply swamps the player with more information than a person can reasonably cope with.
Post edited October 08, 2013 by Garran
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Garran: But the single biggest thing that I can think of in terms of designing a MoM2 is that the individual systems should be kept simple as they were in MoM1. Taken together they had some complex interactions, but each one was "light" enough that it was easy to understand and quick to deal with.
I agree with this completely. That's actually one of the most interesting and enjoyable things about MoM, the way the complex interactions between different functions never become cumbersome or tedious.
I liked Stardock's Fallen Enchantress: Legendary Heroes. I would say it is a worthy successor to MOM.
Post edited October 16, 2013 by mooplayer
A few more things MoM does but many imitators do not.

8) Ability to create your own magic items.

9) Ability to focus production on preferred units (as opposed to HoMM3's system of having a fixed limit of each unit type per week, so you have to build many types to do anything).

10) As much as possible each unit should have a unique role, not just a few unit lines with most units just being upgrades of something equivalent but cheesier.
Age of Wonders II Shadow Magic has magic item creation, unique ability for units and full control over unit production. Combat in AoW also has more tactical depth IMO.