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Heroes Community > Library of Enlightenment > Thread: What would be the maximum amount of lore-based factions in Heroes
Thread: What would be the maximum amount of lore-based factions in Heroes This thread is 3 pages long: 1 2 3 · «PREV
yogi
yogi


Promising
Famous Hero
of picnics
posted February 04, 2024 10:07 AM
Edited by yogi at 10:08, 04 Feb 2024.

FirePaladin said:
@yogi
Also, why really bring it up if you don't want people copying you? I get that people could avoid doing that, but it's a bit awkward all-around, especially if someone also had a similar idea beforehand. No offense intended, just curious.

to collaborate, discuss, inspire, and be inspired?
obviously there is going to be some overlap between projects in this space, but blatant plagiarization of entire concepts is unhealthy.
thats an awkward question, (and somewhat puzzling), that is best answered by asking you the same?  you share your work just so others will copy you?

FirePaladin said:
And otherwise, good luck on the project! (is it 2D or 3D?)

thx, same to you!
2d top-down, for all intensive purposes.


____________
yogi - class: monk | status: healthy
"Lol we are HC'ers.. The same tribe.. Guy!" ~Ghost

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted February 04, 2024 02:40 PM

@yogi

It's non-profit promo and there's hardly anyone who could copy it competently, for better or worse (at least as far as H3 itself is concerned).
Anyway, again, I'm sorry if the question sounded weird or anything, curiosity got the better of me. It just sounded a bit more like locking the concept beforehand (I mean, there's no plagiarizing if nobody knows it until it's too late). But it's a complex subject with many nuances anyway, shouldn't have asked.

At a risk of going too off-topic and maybe asking too much, is it pre-rendered, pixel-art, painted sprites? Personally, SoC's pixel-art at the very least didn't fit a HoMM game all that much, and that's also because of the low readability (which is the opposite of H2, which looks great thanks to clean and contrasting art).
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Enshackling time itself, heralds of the Ancients among their heat-depleted land.... Who could they be, who could rally the beings of the East and the North and control the mortals' fate?

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yogi
yogi


Promising
Famous Hero
of picnics
posted February 04, 2024 11:35 PM

re: FirePaladin -
pre-rendered

and we agree on the necessity of legibility, and the beauty of h2; although i do think h3 was a slight upgrade if only due to the more consistent art style brought on as a result of the pre-rendering in contrast with the varied artistry of h2.
Elvin said it so well: "H2 is obviously the most functional with H3 being my favourite in terms of looks. Iconic presentation is one thing but what ubi tried to distance themselves from, was that earlier adventure maps looked like an actual map. Down to the part of X marks the spot A game like heroes can be navigated so much better when the map layout is actually map-like, where you have a broad overview instead of just the hero's surroundings. And early heroes managed to do that while retaining visibility, every single item/location/creature is perfectly identifiable despite looking at it from a distance. Nothing is hard to notice or feels tiny."

sry for the off-topic

____________
yogi - class: monk | status: healthy
"Lol we are HC'ers.. The same tribe.. Guy!" ~Ghost

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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted February 05, 2024 10:55 AM

Hey FirePaladin, check your HCM, please.
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Horses don't die on a dog's wish.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted February 06, 2024 10:32 PM

@yogi

Very true! In a way, you could say that the readable HoMM games resemble a map-based board game more, rather than an immersive world (at least in terms of being visually realistic and all that).

And well, the thread kind of died, but yeah. =p


@Drakon-Deus

Checked!
____________
Enshackling time itself, heralds of the Ancients among their heat-depleted land.... Who could they be, who could rally the beings of the East and the North and control the mortals' fate?

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AirikrStrife
AirikrStrife


Hired Hero
posted February 11, 2024 02:59 PM

FirePaladin said:


And well, the thread kind of died, but yeah. =p




Yeah I think the thread ran it's conclusion pretty much. There's a lot that could be discussed and as I been playing more heroes 2* and done some more research I end up being very fascinated by this world NWC built which is as we said fundamentally a world of tropes which grew into a very complex and in many ways sophisticated world.

*Price of loyalty world is definitly a weird place

It becomes remarkably realistic in a way how it mirrors the real medieval world. One of the problems with so much of how modern ppl think about the medieval world is that they apply a lense of modern post-westfalian states and neat units, but the medieval world was patchworks of feudal structures, tribes, repubplics guild, semi-independent communities.

I know a lot of ppl on the forum are polish so I think the commonwealth is a good example, a union of two states (poland, lithuania) with semi-independent fiefs (prussia, curonia) provinces with none polish population (inflanty, ruthenia) there people could have a different religion. Add to that cossacks with their almost tribal state building, the polish crown also controlled territory in modern dy slovakia as a pawn from hungary. There was also tatars, various jewish and christian communities and the king actually had very little power as the sejm had veto. While also being part of a catholic commonwealth with the pope

Especially in enroth we see a high king but his power is so limited that there are guilds of mages, sorcerers, necromancers, warlocks, petty kings, tribes, powerful feudal lords etc

In Antagarich we move more towards the westphalian, early modern statehood model with a series of kingdoms with more easily definable population and lands, but they're still very feudal, with elves living in erathia, necromancers managing to steal away a whole part of avlee and turn it into moorlands. There are still petty kingdoms like the dwarves and the contested lands. Churches of sun, moon and Baa operating in the fringes.

So from there deriving new factions which would work as a faction in a trope based game and not just, this petty kingdom is independent enough, we absolutly see that pirates are a real power in the world. From Heroes 2-MM8 the pirates of regna is their own power and it's a little bit sad NWC never did their own pirate faction, even if HOTA made a great job.

Dwarves and elves have their own petty kingdoms, only in Antagarich does the elves form their own major kingdom. In enroth the elven kingdoms seems smaller and aligns with various warlords rather than have their own faction properly. Likewise NWC could have turned dwarves into a faction if they expanded upon the stone city of the petty dwarf kingdoms we run across in enroth.

I'm genuinly curious as to why Vori was created? I think it must've been created before the sword of frost scenario, and been part of the MM lore for osme time before tarnum got there. It's part of that world building that makes MM world into an actual world and not just a set of tropes. Likewise the mentions of Karigor being a sort of lore which have very little impact on anything. If there's ever a project on scale of HOTA or DoR again it would be interesting to see them tackle karigor somehow.

This https://mightandmagic.fandom.com/wiki/Geography short essay while brief are interesting as food for thoughts

A final note is the contested lands, and the loose thread it is. Gregory Fulton seems to believe that it was planned to grow into something more significant and get it's own arc. For whatever reason and eventually reckoning it didn't I'm not clear of the contested lands could have been an interesting faction on it's own, some hybrid between castle and rampart with halflings from eofol joining? I havent played the factory campaigns yet, but at least they seem to be partly about the halfling fleeing eofol, which is a cool way of continuing a thread of the franchise.


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