As a side (but arguably related) topic: Is there any webpage or book or any media that analyzes the technical aspects of a game? Take HOMM3 as an example -- what are the most difficult technical problems and how did the developers solve them? What are the algorithms that run aspects of the game (e.g. how is path-finding implemented? How is AI implemented?)? What is the architecture of the engine? Does it have a scrip…
The year of peak might and magic
51–60 of 68 posts
Re: The year of peak might and magic
#52I keep a Windows 2000 virtual machine with no network access around just to occasionally play HOMM 3. There aren't many games from that era that are as infinitely replayable. Command and Conquer: Yuri's Revenge and Starcraft come to mind.
I think A lot of games from that era were infinitely replayable. Diablo, Sim City. It really is the case we dont made them like that any more. The amount of small details that goes into it. Not just the games itself, but also the packaging, manual and things surrounding.
It is somewhat strange that group of people grow up and start producing in the 90s still have the attention to detail mind set. This is mostly gone in modern Gen Z generation.
Re: The year of peak might and magic
#53I did try Songs of Conquest, it was decent
Re: The year of peak might and magic
#54I agree with the author: Heroes II is my favorite of the series, just for the innocent vibe. Also, Heroes IV is underrated. It got bad reviews because it came out buggy, but the bugs were fixed in updates, and of all the HOMM games, it has the best soundtrack.
Really hard to say, homm3 soundtrack was a true masterpiece.
Re: The year of peak might and magic
#55I agree with the author: Heroes II is my favorite of the series, just for the innocent vibe. Also, Heroes IV is underrated. It got bad reviews because it came out buggy, but the bugs were fixed in updates, and of all the HOMM games, it has the best soundtrack.
> the best soundtrack. Really hard to say, homm3 soundtrack was a true masterpiece.
Re: The year of peak might and magic
#56I keep a Windows 2000 virtual machine with no network access around just to occasionally play HOMM 3. There aren't many games from that era that are as infinitely replayable. Command and Conquer: Yuri's Revenge and Starcraft come to mind.
Yuri's Revenge never gets old - it's just the right balance of RTS with a bit more of an arcadey feel. Sadly I missed the original Starcraft train (finished Starcraft II), but one of these days I'm going to sit down and work my way through it.
Re: The year of peak might and magic
#57Re: The year of peak might and magic
#58I agree with the author: Heroes II is my favorite of the series, just for the innocent vibe. Also, Heroes IV is underrated. It got bad reviews because it came out buggy, but the bugs were fixed in updates, and of all the HOMM games, it has the best soundtrack.
Re: The year of peak might and magic
#59I keep a Windows 2000 virtual machine with no network access around just to occasionally play HOMM 3. There aren't many games from that era that are as infinitely replayable. Command and Conquer: Yuri's Revenge and Starcraft come to mind.
>There aren't many games from that era that are as infinitely replayable. I think A lot of games from that era were infinitely replayable. Diablo, Sim City. It really is the case we dont made them like that any more. The amount of small details that goes into it. Not just the games itself, but also the packaging, manual and things surrounding. It is somewhat strange that group of people grow up and start producing in…
Re: The year of peak might and magic
#60As a side (but arguably related) topic: Is there any webpage or book or any media that analyzes the technical aspects of a game? Take HOMM3 as an example -- what are the most difficult technical problems and how did the developers solve them? What are the algorithms that run aspects of the game (e.g. how is path-finding implemented? How is AI implemented?)? What is the architecture of the engine? Does it have a scrip…
Warren Robinett wrote an interesting one on Atari VCS Adventure http://www.warrenrobinett.com/inventing_adventure/ It doesn't go super deep, he had a more technical book in the works but I haven't heard any updates about it for a while: http://www.warrenrobinett.com/ecv/annotated_adventure_toc/in...