Warning, huge wall of text incoming, but you asked for it Sceptic
Sceptic said:
See? much better. Instead of throwing trollish flamebaits, you can actually do what sea did in the Morrowind thread and present your arguments in bait-free context (ok, so sea did pepper delicious bait in his initial post, but he did it masterfully) and we can have a good discussion about it. Isn't that so much more fun?
You mean like I did from the beginning? People chose to fly into a rage, I didn't ask them too. This is the Fallout thread over again; my opinion was contrary to popular opinion, and instead of arguing, people chose to shoot me down with ad hominems and insults. Oh, and "losing respect for me." Ouch man. Brother None even "dropped the mike" on me. Can you believe it?
The trauma.
It seems you were kind enough to provide arguments now though, and you shall receive rebuttals for your efforts:
You did choose your wording carefully when you said that mechanics are what matters most in making M&M great, and I agree. But the mechanics varied wildly, completely and irreversibly. THREE TIMES during the history of the series. The setting did not. You just cannot claim in any way, no matter how much you like or dislike the setting, no matter how much you like or dislike the mechanics (which ones anyway? the ones from MM1? the ones from MM7? can you even think of a mechanic that remained unchanged between these two?) that the setting was part of what made M&M PERIOD, great or not. And for a simple reason: they stuck to the same setting, the same backstory, building slowly upon it, using plot elements introduced in MM3 to develop the MM6-7 plot, with of course all the crisscrossing with HOMM, to build one single setting to encompass all changes in mechanics. Kind of like an anchor
The care placed in paying homage to and using elements from games earlier in the series when it comes to lore does not make that lore more proficient or well-crafted. M&M is perhaps
the prime example of the cliché fantasy world of those times: a wildly high fantasy world where anything goes -
anything. As Tolkien said, worlds are defined by their limits more than their possibilities, and the reason everyone abandoned the fantasy world crafting of the eighties and early nineties is because the anything goes worlds were straight up boring. They were extremely similar, as indeed I claim M&M and Wizardry's worlds are - the differences between them are purely cosmetic.
In terms of substance, there is little. M&M and Wizardry's setting was used for these games because the passionate nerds who crafted these games could tell literally any story they wanted with them. These guys were fans and Lord of the Rings and Star Wars, and they didn't have the sense not to combine the too without any reasons to do so.
As for your point that
mechanics varied wildly in the series, notice that I said the series were crafted around
exploration. That's not a mechanic, that's a premise. What I meant by a set of mechanics was that even if all these games had different mechanics all of them shared mechanics crafted around this premise. This premise is what ties together the series, and not the setting or the story.
"Mysterious exploration with something new around every corner" and "setting" go hand in hand for me. Again why do you want to limit yourself and the game? Why do you want to forcibly extract an element out of it that could make it better? "A puzzle, a monster, an item, a dungeon"? Yeah these are all good. You know what else is also good? coming to an altar control center in the "golden pyramid" under Terra and finding out the true nature ofAlamar Sheltem, that dude that I'd spent 3 games going after. Why do you want to take this away from Grunker? I never said that the game should have no puzzles to slow down progress, and should have level scaling and leveled loot lists removing all unique item placement. Why do you hate me so much when I never did anything to you?
Woah, bruv, don't get drama queen on me here. I don't hate you. I question your wisdom in this case. Unlike most others here I don't suddenly lose all respect for an individual simply because we disagree about something.
To your point: you're right. You're right in the way that a good setting and story would have made the interesting discoveries even better. As it stands, it's one of Might & Magic's only weaknesses that the discoveries you made weren't exactly well-crafted, original or creative. The stories told and mysteries uncovered in these games were derivative pieces that mirrored their period, told by great game developers who were inept at telling stories and crafting world. M&M evoked a great sense of discovery through clever use of mechanics, not through lore. M&M's world and story is similar to DOOM's in the way it mirrors the period it was made in and the passion of the guys who made the game, except M&M's is obviously more complex and has more depth. That doesn't save it from being banal and derivative though. Anyone can write a complex story. Just keep piling on details until you fall over from exhaustion.
Look, my heart quivering of fear for being called a retard again because of this accusation, I have the fondest memory of the stories told in these games from when I played them as a kid. When I replay them today with the critical eye developed since then, I notice all the faults. Marvelously, these games play exceptionally well and with very few faults even today. That's extremely laudable. That the story and setting has problems is an almost insignificant problem in comparison. In other words, when I was a kid, I loved
everything about these games. I used to write endless notes on the story. Today, when I replay them, I find few faults with the way they play, which is an immense achievement. I see plenty of glaring faults with the lore, however.
That's why I don't care much how they frame that in MMX.
if Limbic/Ubisoft want us to explore a straight cliche fantasy world
Please bro. No matter what, you cannot deny that M&M was unoriginal even in its time. P&Ps and fantasy novels were filled to the brim with fantasy/SCI-FI crossover worlds. I used to swallow this shit down like a modern teenager swallows Todd Howard's semen. The only ones that did something remotely interesting with the premise RPG-wise were the folks at Shadowrun, because they at least turned the premise on its head. And Shadowrun is still a pretty banal and uninteresting setting compared to ones of higher quality.
You may like the setting of M&M and you may disagree with me on the points I make here, but the claim that it was original is factually false.
My issue is that you read my initial statement and built a strawman to justify "doubting your allegiance to some codexers".
That wasn't a strawman like the nostalgia goggles thing was, though. This was, and is, a legitimate concern of mine.
When I came here years ago and until recently, I thought I shared a sort of gaming ideal with the bros of this place. I thought what united us - storyfags, C&C-fags, mondblut-fags, oldfags, whatever - was that we were critical that RPGs and games in general had moved their focus from integrating complex and deep game mechanics and shifted their focus to the stories these games wanted to tell. In other words, no matter who you were, no matter which crowd you belonged to, at least you agreed that the move away from gameplay-focus and onto other things was bad. C&C-fags might disagree with the stat-guys, but their concern was telling stories and roleplaying through consequences to your actions - i.e. game mechanics. Dungeon crawlers might disagree with people who just wanted Morrowind exploration back, but both wanted a certain type of gameplay back that had disappeared. The withering of mechanics concerned these people more than the rape of some lame fantasy story.
With the Fallout-thread and now your comment, it seems I was wrong at a very fundamental level. Codexian bros do not share a universal aggreeance that games are first and foremost about the way they play. In some way, that's fine, I suppose, and it's my own fault for thinking this without having it confirmed.
That doesn't make my "doubting my allegiance" comment less true however. Of course I feel less part of a whole when it turns out I don't share this core ideal with everyone. The fact of the matter is that I believed back when I joined - and still do - that games are first and foremost about their mechanics and their systems, and everything else gains value from how they tie into that. How mechanics play off of setting and vice versa, for instance. Until recently, I thought this was pretty much an accepted fact here.
Sceptic said:
And THEN you used the nostalgia goggles. I like you despite often disagreeing with you, but NEVER DO THAT AGAIN. Or else plane tickets :bryce:
I find it ridicoulous that I must attone deeply for my transgressions regarding that comment - nevermind the fact that I actually apologized for it and have gotten no apologies in return for the bullshit launched in my direction.
Also, your shitting on M&M setting finally reveals your true reasons for not liking Dune
Hey, I never said I didn't like Dune. I said I loved the beginning, and then it got boring. Then I asked whether it got better. I didn't really receive a straight answer from anyone