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The reviewer the Codex selected is either unqualified to judge dungeon design or out-and-out deceitful (the comparison to MM1-5 has me leaning toward deceitful)
Sceptic
The reviewer the Codex selected is either unqualified to judge dungeon design or out-and-out deceitful (the comparison to MM1-5 has me leaning toward deceitful)
I'll be happy to send you the unedited review as it was originally posted in the content forum, ie the one that was 100% written by me with no input from anyone else whatsoever. Warning: it is so long winded that even I think it's long-winded.I have no way of knowing how much input any of these people had, otherwise I would have simply said "the reviewer."
Funny you should mention this, because I spent many many years decrying MM7 dungeons as decline and BSB. A lot of this decrying took place on these very forums. It is also one of the reasons I don't particularly feel the need to cry about how much MMXL are decline over typical M&M - M&M was never particularly famous for its dungeons (except for MM6, but then this was the reason that game was so praised, including by me), and nothing, NOTHING in MMXL is anywhere near as shit as the shittiest dungeons in MM2 (I specifically named those dungeons in the review as well).Then again, I feel like if Might & Magic 7 were released today, people like Blaine would decry it as "decline", "popamole", and "banal shit boring".
Sure, and I'm Julien Pirou.Edit: Seriously though, it wasn't my intent to turn this entire thread into an argument about level design primarily featuring me.
MM1 did have some - Dragadune was a pretty great dungeon, probably my favourite in MM1-2.I don't think MM1-2 even had multi-floor dungeons.
p. p. p. p. p. p. p. p. p. p. p. p. p. p. p. p. p. p. p. p. p. p. shitty
Sure, and I'm Julien Pirou.
Calling the dungeon design "quite good" is some kind of joke though. They're tiny and basically just a selection of corridors filled with monsters and the occasional spawn-shit-behind-you trigger. Oh shit a locked door! Nevermind, the key is conveniently located in that one branch we didn't go yet, and we'll go there anyway because there is no reason not to walk over every tile of those minuscule dungeons. Finding secret passages is also trivial, and generally unrewarding. Also, traps? Wot is dat?
Frankly Infinitron, I see you and Grunks defending decline on a regular basis. Excidium and Gozma on the other hand fight it pretty stridently at every turn—and I'm not saying that because those two and I are buttbuddies who endlessly Brofist back and forth at every turn, quite the opposite really.
But that's the point, old games are cherished because of nostalgia and, most importantly, because there was littlr hope to see something similar made again, if the reinassance just means same old mediocrity without any improvement or any of the best elements and design calling them popamole is just fair.Then again, I feel like if Might & Magic 7 were released today, people like Blaine would decry it as "decline", "popamole", and "banal shit boring".
Well, I wouldn't put myself in the same category as Excidium if I was a person who'd spent thousands of dollars on Kickstarters.
Well, I wouldn't put myself in the same category as Excidium if I was a person who'd spent thousands of dollars on Kickstarters.
I spent thousands of dollars on Pillars of Eternity and Torment: Tides of Numenera as well, as you probably don't recall since it's inconvenient—hey-o, let's just focus on the Wing Commander one.
In case you didn't notice, the game is called Might & Magic X. Of course its dungeon design is going to be measured against other titles in the same series, not fucking Wizardry or Shin Megami Tensei. Point is, for the most part, people who like this series didn't play it because it had historically excellent level design.Sceptic
If by "quite good" you simply meant that MMXL's dungeons are somewhere above average on a scale measuring only the Might and Magic series... well, that's probably accurate. Generally speaking, I only give a shit about Xeen and VI (to a lesser extent), and I have other comparable RPGs in mind as well.
This article was even longer?Warning: it is so long winded that even I think it's long-winded.
Codexians are so desperate for anything resembling an RPG that they'll tolerate embellished linear corridors with treasure nooks now. Even if previous MMs featured comparatively simple level design, that's no reason not to harp on it now.
2040MMXL? MM40?
I'm just saying, if you want to talk about "supporting incline", then speak for yourself.
In case you didn't notice, the game is called Might & Magic X. Of course its dungeon design is going to be measured against other titles in the same series, not fucking Wizardry or Shin Megami Tensei. Point is, for the most part, people who like this series didn't play it because it had historically excellent level design.
The puzzles in the dungeons are another matter of course, and I do recall by far the good dungeons like Fortress of Fear for their tricky puzzles more than its gameplay or the actual size of the dungeon itself.