Sceptic said:
SkeleTony said:
I just cannot for the life of me understand why anyone would pick M&M6 over M&M 7?
Pretty sure I've had this argument not too long ago, and pretty sure it was with you
But I just don't see it. The dungeons and such in 6 bore me.
Why? because they're too big?
No. Because they are too boring. As in 'uninteresting' and yes 'artifical' in feeling. For example that Hall of the Fire Lord thing where you had to drop down through different holes, fight off repeated hordes of goblins, find pieces of amber, use teleporters...etc. just struck me as lazy and 'meh'. I realize that this is one of those subjective things and some people love these sorts of dungeons. I jsut don't see it.
It's an exploration/dungeon crawl game. About half the game is supposed to be in dungeons.
Agreed. Why you are telling me this...I don't know?
7 and 8 forgot about this and put in tiny, tiny dungeons that could be fully cleared out under 10 minutes. THAT was boring.
Nah. 7 had the right idea and near perfect balance of interest and time to complete. Some of 7's dungeons were a bit long and some were a bit short(possibly) but on average I finished most dungeons without having that 'God DAMN I am getting sick of this!' feeling that I got from 6.
There is an old entertainment adage that says "Leave 'em wanting more.". What that means is that it is better to leave the audience wanting more that to leave them feeling they have had all they can take of what you are selling. The first "Lethal Weapon" movie left you wanting more of Martin Riggs' character(Mel Gibson) and if they had left it there that movie would still be regarded as one of the truly greatest action comedies ever made. But then they put us through LW 2, 3, 4...Now I cannot help but cringe when I hear the Lethal Weapon brand mentioned.
Were 6's dungeons too big? maybe... I mean I don't think so, but I can understand why some people do.
It is not just that they are big. I have no problem with big. I am an old school dungeon guy. I still play the Exile games, Natuk, ZangbandTK, nethack, Crawl, etc. But 6's were big and BORING. Every time I beat a dungeon I felt like I had just finished reading (most of)a bad novel where I am glad to have gotten through (so much of)it but I am angry that I wasted my time doing so.
\But 6's were so much more memorable.
In a bad way perhaps but for the most part this is false.
I've played 7 more recently yet I remember 6's dungeons MUCH better.
I suspect your having played 6 before 7 and making it all the way through that game may be coloring your appraisal here. It could be that my finishing 7 before trying to get through 6 may also be influencing my judgment(though I played 6 first, I did not even get through the first 1/3rd of the game that first time playing).
The Abandoned Temple with the tunnel in the back of the temple turning into this monstrous complex of caverns,
...bored me to tears with it's amateurish and lazy design.
the Temple of Baa in Ironfist with its >100 skeletons ambush,
...Put me to sleep with it's boring, lazy design. And the skeleton ambush was laughable! Just run right past them in real time then take them all out 3x3 as they approach the back stairs.
the temple on Hermit's Isle with the ramp spiralling down into the volcano, Castle Darkmoore with its huge spaces and the citadel-within-a-cavern, and of course the Tomb of Varn with its gloriously open spaces... I remember all these very vividly. From 7 I remember... erm... yeah, the Tunnels to Nighon being endlessly boring. Ironically that was the largest dungeon in 7.
I did not make it to the end game dungeons of 6 because the game was too boring to put in the effort. In 7 though I remember well Clanker's Laboratory, The tunnels to Nighon(long? Yes...they can be. Especially if you are a completist like me.), The Haunted House, the Barrows, The Tidewater Cavern, The Breeding Zone & Pit, etc. All were pretty good for the most part(though I will admit that I would shorten the Tunnels to Nighon if it were me).
The alleged 'non-linearity' at the beginning of M&M 6 is bullshit...very artificial(I would rather start out on Emerald Isle and be unable to 'go wherever I want' than to be given the M&M 6 'You can go wherever but you will die if you don't start with these goblins in the starting town'
This is where I'm gonna have to call bullshit. First, the nonlinearity has nothing to do with just Emerald Isle, though it's a good indication of what's to come. The linearity is about what's available for you to go to. MM6 has 15 large overland maps; you can go to ANY of them right off the bat (whether you survive is a matter I will address shortly).
And I maintain that, except for exploits, you cannot really to to any more locations than you can in M&M7. So your argument here is that Quantity > quality? Having 14 places you can either go die in or use exploits to cheat your way into getting items that are too powerful and enable you to breeze through the game is better than having only 10 or 11 areas you can go to...?
Also, I have found personally that there is much greater non-linearity in 7. A lot of those places that are perhaps too high in level difficulty CAN be beaten earlier on by using clever tactics without needing to exploit the game.
No limitations, no artificial obstacles (really, how could you use "artificial" about 6?).
You misunderstand my usage of "artificial". I mean that while you may well be able to visit those 15 areas when you start the game in New Sorpigal, unless you are using exploits, bugs or cheats, you are going to die unless you do the goblins and abandoned temple first...so the game is no more non-linear than 7.
Now let's compare to MM7: 12 large maps (Emerald Isle doesn't count for obvious reasons), only 8 of which are available straight away. That's HALF of MM6. Of the remaining, 2 you have to go through a chain of dungeons to get to, and another 2 you have to actually complete quests to access. You know, like in Arcania.
Nice jab with the absurd "Arcania" comparison
Maybe I will draw comparisons of MM6 to "Dragon Age" or some such...
But in any case, I do not feel that quantity trumps quality.
Now survivability. "It's linear because areas are of increasing difficulty" is the single worst argument you can use and the reason why we have Oblivion.
That does not sound like my argument. I am not even sure what THAT argument even IS?!
No, areas being designed for specific difficulty does NOT mean you have to play them in this order. It means the game's most balanced if you play them in this order;
Perhaps. Not sure what this has to do with my arguments here though...?
incidentally it also means the game's most BORING if you do.
Possibly(depending on who you are, what game you are playing, how well designed those areas are, etc.). But in MM7 I am able to go to a whole slew of areas pretty early on and do well. So ...not sure what this has to do with the discussion about MM7 vs. MM6?
In my first MM6 run I rushed to Kriegspire; I don't know why, just because. It was FUCKING TOUGH. And you know what? I loved it. Extremely rewarding, especially since, even though loot is randomized, the LEVEL of the loot is manually assigned to each chest in the game, so I was getting some very very nice Relics. Which of course were an even bigger two-edged sword than usual because, at lower level, both the pros AND the cons on the Relic are a big deal. And now the final nail in the coffin: people HAVE finished MM6 with a level 1 party.
Wow. Exploits FTW! Bad design enabling people to win the game almost as soon as they start the game = better RPG!
Don't get me wrong; I know that in 7 you can upfgrade your castle and have your Golem finished in the first couple weeks(you have to get a bit lucky though) but that is hardly as bad as 6 is in this regard.
Repeatedly. So, no, you don't need to start on these goblins in the starting town; that's just the "easy path". And the beauty of open-ended games? YOU DON'T HAVE TO TAKE THE EASY PATH. You can take whatever path you want.
Like in MM7!
Or mix them up. Now... you could do this with 7 too... but to a MUCH lesser extent,
To a LESSER extent, yes(which is a good thing IMO) but not "MUCH lesser". let's not be silly here.
thanks to smaller world AND a third of it being unavailable right off the bat.
As opposed to a somewhat larger world with a nearly identical amount of it being unavailable right off the bat(unless you use exploits).
Also, while story is not what you play M&M for, another point goes to MM6 for the MQ. That is also where the nonlinearity shows. You have 6 rulers' quests to do, in any order, followed by 4 crystals, again in any order, then it funnels into the endgame. Compare to MM7: strictly linear MQ progression. Clean out Harmondale, then go see dwarfs, then go see rulers and complete/fail their quests, wait for a month, do the horn thing, wait for another month, pick side... the waiting parts make the linearity even more obvious as you sit there doing sidequests waiting for the MQ to resume. Morrowind did it too... but only at the very very beginning. MM7 does it mid-game, for no real reason, forcing you to waste time.
I think your characterization is absurd here. In 7 you can do the fairies first or the bandits/Signet ring or the Arcomage deck or the Barrow Mounds. True that they are not of equal difficulty but they CAN be done BEFORE the Goblins even.
*MM7 allows nonhuman races with significant stat differences.
Significant? really? 5 or 6 points in a system where stats go into the hundreds?
Significant in that if say for example, you make a Dwarf Cleric your most efficient spending of points would be towards Strength and Endurance but you really need to increase Personality...so there is a bit of C&C here It is true that by end game you will have items/perma-buffs(from wells and such) that increase your stats well beyond the starting values but to me it is better to at least have these character creation options/features than to not have them. So this is another win for MM7.
The races are nice, don't get me wrong, but they're pretty superfluous once you get past Emerald Isle.
Nah, they only get superfluous once you start getting black potions and higher end magic items. And even then there are certain nice artifacts that are only usable by certain races.
Especially with Black Potions in MM7 boosting your stat by FIFTY POINTS. At least if they'd kept the MM6 black potions race bonuses might've been less superfluous.
Black potions do not increase stats by that much. Each black potion(which can only be used ONCE BTW, so if you find a potion that boosts Intellect you cannot use another one later on that you find) also gives a DECREASE to another stat(like -15 or so) so if you use one of each potion that you can use, you are getting a net increase of no more than 35 in each stat.
'C&C' type relations of skills to classes
Which would've been nice if you actually got to choose your promotion... which you don't, as it's tied to which side you picked. So if you want a Ninja AND a Priest of Light you're out of luck.
This seems a pretty nit-picky quibble here. Would it have been better to allow you to have both 'evil' and 'good' guys in the same party? Possibly, depending on how they did it. But this is hardly game breaking stuff here.
*Much more interesting items to find in MM 7 IMO.
Completely disagree. They took out Relics, which were the single most interesting thing about items in MM6, and something you very rarely see in CRPG's. In all other ways it was pretty much the same as 6.
We will agree to disagree here then. To me the Arcomage tourney rewards alone more than made up for Relics not being there(to tell the truth I do not care about the relics in 6 anyway).
*More interesting quests, dungeons, overland areas, cities, NPCs, etc.
Fuck no. Dungeons were bland and completely forgettable (see above), overland areas were far more generic, and each existed in its own little world instead of giving the impression as in 6 that one continuous world was just cut up into 15 pieces for engine limitations.
The way I see it the converse is true(see above).
Of all the 3D games, 6's world is the only one that felt like it was built in the same way as in 1-5. NPC's and quests were pretty much the same, if anything I find the rulers' quests in 6 to be much more varied and fun than the MQ in 7 (though the multiple choices with relation to the way was a nice touch). Cities... Celeste and The Pit were better than anything in 6, but (hello linearity) they're only accessible in the late game for absolutely no reason whatsoever.
Actually, if you really want to put in some effort Celeste is accessible pretty early(don't remember about the Pit since I have not played an 'evil' game in many years).
So yeah. 7 has a better character system. 6 has better everything else. Character system is very important obviously, but it's worthless when the actual world and dungeons aren't good. 7's world and dungeons are good, don't get me wrong, just nowhere near as much as 6's.
Yeah we will just disagree on this. Viva le difference(spelling?).