DUNGEONS and dragons have a lot to answer for. Not only did they spawn the creation of the first rule-
The graduation on to computer software isn't necessarily an advantage. There was something about sitting cross-
OK, so the computer now controls the rules and whatsnot, so there can be no disputes. But sometimes the disputes were valid. Sometimes they were in the best interests of keeping the game enjoyable and playable.
Probably the most famous of these computer attempts is Dungeon Master, now going into a second incarnation. The problem with DM is that the format is too rigid. The combat itself is random, based on formulae, but the intellectual involvement is static. You must explore the dungeon and there is only one way to do this.
I'll not deny that this approach is a good and entertaining one, but it is missing the point. It makes role-
Some games have gone the other way, with totally random events. Again, these can have their advantages, but they can be just as terrible. If the game is so random what is the point of exploring? What happens 20 miles away is just as likely to happen here.
This is where Might and Magic II starts scoring points. It is obviously heavily based on the Gygax series of games. Character generation is almost identical, as are some of the spells and weapons.
Might II makes its stand by starting off as a random hack and slash and the turning into more of an adventure. A random slaying may eventually lead to a quest. For example, in the first city a wizard will ask you to fetch back a goblet stolen from him by the goblins which live under the city.
If you accomplish this task he will put you on to his sister, who also wants a job done. In this way quests can follow on from each other. You may find items from one quest while attempting to complete an entirely different task. There is a great sense of taking part in something real.
Unfortunately, the game is totally keyboard driven. This is actually a bit more sensible than using the mouse for moving around, but I think the spells at least would have benefited from a pull-
Whenever the characters encounter anything, an animated graphic will appear. These are not only a nice decoration but can give you an idea of what you are facing.
If you can't guess whether a Brain-
Most adventuring will take place within the confines of, or underneath, one of the five cities of Cron. However, if you're feeling lucky, or if the quest you are on demands it, you may find yourself outside the protective walls of a city and exposed to constant danger.
A knowledge of woodcraft, mapping, mountain
In terms of longevity I would say there are well over 100 playing hours worth in Might II. The major quest, the battle to save Cron, is a far off and distant thing, though important. Like the ultimate question of life, the universe and everything.
It's not terribly Amiga-like, though it will run from AmigaDos and can be installed on a hard drive. The usual intuition-
Might And Magic II captures the essence of role-