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Look, it's really not that hard:Game would be much improved by a front-line and back-line positioning system! Just like... uh, we have to go back to before 1990 to find this in M&M.
- MM1-2: tactical combat, therefore positioning system is needed and enhances combat, therefore positioning system is in
- MM3-5: less tactical, positioning system not so relevant but would still be nice to have, so it's there but not as well developed
- MM6-8: even less tactical, positioning system not needed, positioning system even less developed.
- MM10: much more tactical, positioning system essential to support the tactics, positioning system completely gone.
There are two completely separate issues that you're conflating to make a stawman. One issue is that MM10 doesn't have a positioning system while MM1-2 had, which is a nonissue because MM3-8didn't have onehad a very basic one. The other issue is that MM3-8 combat didn't NEED such a system because the entire combat system was simpler and less tactical, while the MM10 one absolutely requires it to prevent it from devolving into a clusterfuck where your squishies get hit and you have no way of preventing it. This gets bandaged with the taunts, except that would make the game too easy, so the bandage itself gets bandaged by making most bosses and a large number of boss-like enemies immune to taunts. Which of course takes us back to square one.
Now if you think the above is good design that needs defending then we have nothing left to discuss.
Because, aside form the Might and Magic name and the classification as a turn-based blobber, this game has nothing to do with Xeen. Some of it is for the better, the rest of it not so much.I'm sad people who liked Xeen can't enjoy this game for what it is... even if I can't really figure out why.
I've always said that one of the greatest strengths of the series is that such parties COULD be made to work because, despite the simplicity of the combat systems, you could take advantage of the design of the world and of the encounters to make them work. MMX's combat, the overreliance on ambushes, the complete uselessness of some skills and classes, the absolute and uncircumventable necessity of some spells and abilities, all of it makes the combat more challenging but also makes the "just make a party and see how it goes" charm of MM3-8 completely go away. It's a shame too because I thought the random party generator was a brilliant addition and something that every previous M&M should've had, but unfortunately it got introduced in the one and only M&M that doesn't allow fucking up your party composition."Full spellcaster" and "full melee" parties are cheese picks made for metagaming, how the hell are those even relevant.
Seriously? fuck off.What else?
No customized haircuts? No vanity pets?
And I might've agreed with him too if that synthesis didn't end up throwing out the three major things that made M&M what it is.to the point where Broseph even considered that it might be the best Might & Magic game due to its synthesis of harder-core Wizardry-like elements.
Talk about clueless.
1) The positioning system is not completely gone. If you are talking about backrow/front row, yeah that was never in most M&M's. That was/is in the EOB/Dungeon Master/Grimrock games. And it is retarded, because you are screwed if you want to make a party of 4 warriors/warrior mages/hybrids. Currently, positioning affects the order of engagement. Enemies have a set amount of block attempts, no matter who attacks them. So if you set your squishes to attack first, the enemies will waste their blocks for that round on them, leaving them open for your warriors. The warfare skill also has block breaking moves, so you can go that route. Is this perfect? Hell no, but compared to previous M&Ms it is not bad at all.
2) Combat does not devlove into a clusterfuck, nor are you prevented from protecting your squishes. Do you even play bro? You have warfare skills to draw enemy attacks, you have spells like celestial armor, shadow cloak, etc etc. After all this are your squishes immune to attacks? Hell no, nor should they be. What kind of a game would it be if your squishes, typically your biggest potential damage dealers for most of the game, never get attacked. WHen you go into combat are you telling me you target your enemies biggest damage dealers last, so that they have more rounds to damage your party with?
3) Xeen was a great game for it's time, but hardly perfect. MM 6+7 were better, but they too were not near perfect. MMX is the best yet, but again it too is not perfect. I believe the devs would have loved to have a wide open world like 6-8, but they were on a strict budget so they decided to take as many of the better elements from the previous games as they could, including MM9 (dialogue trees) improved on them as much as they could. Thus you have a game with a bigger open area than Xeen, but much smaller than MM6-8
4) Mobs are much much smaller than MnM 6-8, and smaller than the Xeen games. This is regrettable. MnM 6-8 had far too huge mobs, to the point it was unbelievable that settlements could exist with hardly any guards. The older MnMs had a better mob/encounter ratio size. Still, the devs did their best to make up for that by making monsters tougher in MMX. Combats are much more enjoyable, since there is a tactical element that was missing from the earlier games where you just spammed attack and cast the occasional spell.
5) The character development system of MMX is hands down far, far superior to any other MnM