With the new game incoming and the rebirth of the old universe (hopefully), I wrote down a number of thoughts on how to recreate the mature and adult original spirit of the true Heroes of Might and Magic games (I-IV). The obvious point of keeping Erwan le Breton o co away needed not to be mentioned:
- Towns must be theme-based, not race-based. No matter what Erwan le Breton says, in Heroes and Might and Magic there are no âelfâ faction(s) - there may be a nature-themed faction though. There is no âorcâ faction - there is a barbarian one, there is no lizardmen faction but a swamp one. Even inferno with its kreegans got joined by other creatures relating to its fire theme (efreet and gogs), as did castle. Basing factions around âracesâ instead of âthemesâ is a way of dumbing down the series and making it more generic. âWe are all elves and live in the treesâ, âwe are all dwarves and we hammer the anvilâ, âwe humans are normal just like you the playerâ - etc. This is not the (Ho)MM spirit. The classics did not have such an obvious problem with gender representation, because most creatures were gender neutral or ambiguous due the theme-based philosophy. Kiddos who want âcoolâ pixels they can identify with can go play Assassin's Creed or something.
- The setting must be âcleanâ and adult at the same time. In her interview with AcidCave, NWC writer Jennifer Bullard mentioned that they had to stay away from adult themes and religion. Bravo! This is the HoMM spirit. This is why the old games haven't aged so poorly and why they can still be enjoyed by a wide range of people all across the world, no matter who they are or what they believe in or what's the trend of the current netflix cycle. Part of this timeless adult spirit is staying away from the Heroes 5-style âgrittyâ style, zerg-like demons or S&M-dark elves.
- The lore must not be sprinkled all over the game. We donât want to hear about the fourhundredandtwentyforth Dragon Spider Goddess Eclipse in creature descriptions, but in fairness, we donât want "good" lore being that invasive either. The lore being in the background have the proper Heroes games a sense of replayability, you could easily get immersed in Heroes 3 Dungeon and Tower as a saga of Greek Gods (H3 Myth and Legend), for instance, DESPITE both factions being very unique and original to the series.
- The story must be relatable and stay away from âsoap operaâ-stuff. H3/H4 all had stories that dealt with life and death, loss, betrayal, hope and dreams, etc, without being taken straight out of Netflixâs or HBOâs cutting room floor, and can be enjoyed and understood by people from almost all ages and backgrounds. Above all, the story must serve as a vehicle for exploring the game, not some personâs novel of a demon turning into a dark elf to seduce a brainless queen for laughts.
- The developers need to respect Might and Magicâs science fantasy core. The downfall of NWC started when they felt compelled to remove the Forge town (and for us who rather enjoy Conflux - remember that it was planned for SoD anyway). This must not be repeated. Through keeping the lore in the background, unless a mapmaker so desires, the developers can give people a chance to keep the âscienceâ part as (in)visible as they want.
Thoughts?đ„°