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Game Design Essentials: 20 Mysterious Games
18. King's Bounty and
Heroes of Might & Magic
Piecing together the map.
Developed by New World Computing/3DO
Designed by Jon Van Caneghem
Reason for inclusion:
The game that inspired the
Heroes of Might & Magic series is a relatively little-known
game from New World Computing called King's Bounty that, until
HoM&M, had little to do with its more famous siblings. Both
are games that involve exploration, economics, some chance, magic and
strategic, turn-based combat... but there's also a cool over-puzzle
to both the original and some of the later games that makes discovery,
and a good memory, perhaps the most important player skills of all.
The game:
Might & Magic games
sometimes pose interesting challenges to the player upon conclusion.
Might & Magic II ends with a timed, randomized cryptogram, and
after finishing World of Xeen's quest, the player can go back
in to explore a dungeon that's also a crossword puzzle.
King's Bounty is another
game that New World Computing created around the time of Might &
Magic I and II. Originally it had little to do with
the M&M games, but it was used as a basis for the spin-off
Heroes series when its creators decided to diversify the franchise.
And the coolest thing about King's Bounty,
which also made it into some versions of HoM&M, is the over-puzzle.
I'm most familiar with how the puzzle works in King's Bounty,
so that's the game I'm going to describe.
The object of the game is to
find a scepter that has been stolen from the king of the realm, and
by restoring it to said ruler, end the rebellion that resulted from
its loss. The evil dragon boss what swiped it has hidden it somewhere
in the realm, and it is the player's task to find it. He's taken the
map showing its location, divided it into a grid of five by five squares,
and distributed the pieces to his 24 lieutenants, keeping the center
piece for himself.
The realm is composed of four
huge continents, each with a good number of lieutenants to fight.
Each has taken up residence in one of the land's many, many castles
with an army themed around that boss's personality. The player's job
is to recruit mercenary troops from the many towns and lairs in the
land, take over castles to provide periodic income with which to pay
them, then go out and capture the villains. Some defeated villains yield
artifacts which aid the player's progress, but most importantly, each
villain removed from the game gives up a piece of the map.
When the big boss hid the scepter,
he didn't follow standard Evil Overlord protocol, stashing it away in
the deepest dungeon or strongest fortress he could find. Instead, he
stowed it on a random square on one of the four continents. It's well-hidden,
so the player doesn't see it while walking around; it could be stashed
in the least accessible corner of the last continent, or it's possible
that he'll walk over its location a hundred times during the game.
The only way the player can
find it is to search the square it's hidden. But not only are there
far too many spaces to just try every spot, there is an overall time
limit to the game. If the player runs out of days the quest ends
in failure, and searching without the center piece of the map (the one
held by big boss Arech Dragonbreath himself, by far the toughest villain)
causes a search to take 10 days instead of 1.
If the player searches on the
right spot he'll find the scepter and win the game immediately. Not
only is this an instant win, it's the only way to win. If the
player collects every map piece but can't match the picture to a spot
on one of the game's continents he still loses. But if the player can
figure out where it's hidden after getting the map pieces from just
the weakest villains, he can win the whole ballgame without much bloodshed.
The combat, the economic game, the exploration, recruiting armies and
buying spells, and so on -- all of this exists only as a means.
The real game to King's
Bounty is a picture-matching puzzle. Everything else just makes
it easier. But the right spot is practically impossible to find without
finding at least one map piece, and to usefully narrow it down requires
several. The harder villains also happen to be the ones with map pieces
in the center. The game, thus, is a game about gathering information.
Or put another way, it's about solving a mystery. How about that?
Design lesson:
King's Bounty engages
in some clever misdirection, with all the game's combat mechanics built
in service of a kind of shaggy dog design. In practice players will
usually have to defeat most of the villains anyway, but a player who
doesn't like to fight could conceivably win a different way. It rewards
players who are good explorers by letting them use that skill for something
other than navigation. "Role playing game" is nearly always
effectively a synonym for "fantasy combat simulation," so
it's nice to see a game where the mechanics of exploration play a larger
role.
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