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Index » Blogs
Developer Diary #1 Hero motivation

Posted by DEVMajesty2, 261 days ago Dec 31, 1969 19:00

We are honoured to be developing the second part a marvellous game like Majesty. Here, I'll write what's going on with the development and why. First of all, we'd like to express our appreciation to the Cyberlore team, who developed the first part of the game. The longer we work on the sequel, the more we are realizing the huge amount work they put into this game.

Let's take, for example, the motivation of the game's heroes. The motivation system is one of the principal systems in both Majesty and Majesty 2. It is what controls behaviour of heroes and influences their decisions. It is a rather large subject and there's much to be said about it, but for now I would like to mention the changes to the fear and courage of heroes. Each class has its own attitude towards life. For example, the Thieves want money, but that motivation is compensated by high level of cowardice. They are the first to look for a reward, but will also be the first to desert in the battlefield. The motivation system also helps the player decide which monsters to attack using levels of attractiveness. When a hero chooses a monster for attack, he or she estimates its attractiveness. When the monster seems too strong and scary for the particular hero, the attractiveness level is lower. On the other hand, when the monster has attack flags with a high reward, this increases the monster's attractiveness

"Hey! Let's attack those attractive monsters!" Another change we made was regarding the characters' motivation to retreat. In Majesty, heroes started to run when they didn't have enough health. Now, in Majesty 2, a hero constantly estimates danger around him or her, compares it to his or her characteristics, health and courage, and then decides whether or not it is necessary to run away. This is especially pronounced during a battle. Let's say a few heroes and monsters are fighting in a battle. The heroes see allies around them and this gives them confidence; they feel good and are eager to fight. But then monsters get reinforcements (for example, a huge terrible giant), causing a shift in the superiority of forces. For a short period of time, the heroes continue to fight, hoping the situation will change. But, when a couple of friendly heroes turn into neat graves and the cowardly Thieves leave the battle, the rest of the heroes would re-evaluate the situation and run for their lives to a city under the protection of the guilds' towers and walls. The monsters would chase them, and a player would have to hold the city in a storm organized by his or her own heroes.

This is clearly a reason to retreat. This new motivation system also allowed us to introduce another means of indirect control of heroes -- fear flags. Fear flags create a field that frightens off friendly heroes below a certain level. This allows the player to stop heroes of low levels from entering the most dangerous areas of the map without the ability to handle it

Alexey Kozyrev, Producer of Majesty 2

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