>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 the 90s still have the attention to detail mind set. This is mostly gone in modern Gen Z generation.
Another vote for the Horn of the Abyss! It is a community pack that keeps the HOMM3 gameplay spirit but adds a lot of minor UI enhancements fixing various pain points.
And if you like insanely complex scenarios, check out HotA user maps on maps4heroes.
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.
I would be quite surprised if a modern Linux could run the original binary without gymnastics. Windows is the only OS which prioritizes backwards compatibility.
Earlier this year I found a boxed copy of Might and Magic IV: Clouds of Xeen on Marketplace. Everything is in the box and it's all pristine. It goes very nicely with my boxed copy of Might and Magic III that I bought (used!) to play on my first computer, my 386.
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 scripting engine and if so how is it implemented?
I like post-mortems but mostly are given by designers, directors, not programmers -- and even by programmers they did not go very deep like "John Carmack" type deep. The "Black books" by Fabien came into mind but these are few and far between.
You're probably looking for something more detailed and implementation-focused, but Ars Technica had a series of 10 minute videos where they interviewed developers about technical challenges. E.g. they had one on pathfinding and CD video in second generation Westwood RTS games [1]
That being said there are a couple technological marvels out there (maybe just not on greatest game lists). Teardown, for instance, has an unfathomable number of voxels that make everything in the world simulated.
Check out "Game Programming Patterns" by Robert Nystrom and the GDC Vault for technical deep-dives. For HOMM specifically, the VCMI project (open-source HOMM3 engine) has source code that reveals implementation details like their A* pathfinding and combat AI systems.
One thing I loved about HOMM 3 was that even with just one computer you could take turns and get a game going with friends. Not many games offered that unless they were based on board games
This title would be clearer if the case were reflected in the title. And significantly clearer still if the name of the game was shown with quotes. What's HN's beef with quotes in the title about? Is it so prone to misuse that we have to lose out on legitimate uses?
I remember, as a kid, seeing the first ad for M&M in a computer journal I read. At the time I was happy playing Ultima and it looked like it was going to be a better ultima, and ordered it. Waiting for the floppy disk to arrive seemed like an eternity and at some point I literally dreamed I was playing the game. The game itself, I barely remember- it wasn't that great, kind of like ultima and wizardry but didn't really improve on either of them significantly.
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.
And, they look beautiful.
Its wonderful what a dedicated community can achieve. Kudos to all of them!
TIP: if you get the game on GOG. It will run just fine in any modern Windows setup (even MAC OS i believe)
And if you like insanely complex scenarios, check out HotA user maps on maps4heroes.
according to wiki there should be an easier way:
Platform(s) Windows, Macintosh, Linux (PowerPC/x86), iOS, Android
Release March 3, 1999
The Mac version (I own both) was for PowerPC Macs.
I've already paid for it a third time, as part of a HOMM box set for Windows.
Good Old Games has produced a fixed version, so I could pay for it a fourth time, but running it in the VM still works.
There is also a great remake with a new engine, that of course requires the original assets.
Deleted Comment
Earlier this year I found a boxed copy of Might and Magic IV: Clouds of Xeen on Marketplace. Everything is in the box and it's all pristine. It goes very nicely with my boxed copy of Might and Magic III that I bought (used!) to play on my first computer, my 386.
I think I'm going to get these maps framed.
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 scripting engine and if so how is it implemented?
I like post-mortems but mostly are given by designers, directors, not programmers -- and even by programmers they did not go very deep like "John Carmack" type deep. The "Black books" by Fabien came into mind but these are few and far between.
[1] https://youtube.com/watch?v=S-VAL7Epn3o
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...
They're some of the greatest games ever made, but it's the design, not the code.
Come to think of it, same thing goes for most games that make the greatest game lists.
BTW absolutely love VCMI although I never managed to run it without error :/
edit: found one called "The Succession Wars"
https://heroes3wog.net/the-succession-wars/
I played the campaign and it scratched the itch
Not exactly the same, but a well-deserving open source cousin.
Turn based, strategy, lightweight RPG (a-la X-Com with unit leveling, unit permadeath, campaigns, multiplayer, etc)