GS: Of course, for every hero you need a villain. For example, players will find that the nomadic barbarians, Krolm adepts, have become mighty blade masters since centuries will have passed from events found in the first part. We will try to keep the culture and religion of Ardania, but will modify the heroes in comparison with Majesty 1. What heroes will we see in Majesty 2?ĪK: Players will be able to encounter all the classic fantasy hero types including but not limited to dwarves, wizards, paladins, and rogues. GS: What really set Majesty apart from other top-down RTS games was the addition of heroes, like wizards, knights, and healers. As a result the city will grow and prosper, and new buildings will appear to give the royal tax collectors much more gold. If everything goes according to plan, the kingdom will attract new peasants and citizens. The next step is to build a marketplace and smithy for these heroes, which will be used to buy new weapons, armor, and potions to serve his Majesty better and longer. The heroes live in guilds, so players will require a great deal of guilds to quarter all heroes. What key structures will players need to construct to grow their budding kingdoms?ĪK: The castle is located in the heart of the player kingdom and the number one goal is to defend the castle, because it houses his Royal Majesty. The fantasy world is slightly different than settings in other empire-building games. GS: Walk us through the city-building aspects of Majesty 2. The first part was designed with a focus on the single-player campaign. We've all spent a good deal of time playing both games and the key challenge for us so far has been to ensure we design a multiplayer game with good balance. What challenges have you run into so far?ĪK: We were in touch with the original developers Cyberlore very early on and as soon as we had received all available material from Majesty 1 and the Northern Expansion-our vision for part two became very clear. GS: It's always difficult as a new developer taking over an existing IP. We want RTS gamers to feel comfortable in Majesty 2. The past eight years have raised the RTS genre to the completely new level of usability. In many other aspects we just want to keep the addictive gameplay of the first version while bringing it up to modern standards in terms of interface and gameplay. Majesty fans will know what I mean by "Incentive Flags," but for those unfamiliar with the concept, players basically flag characters in the game in order to have certain actions like attacking, exploring, etc. Eight years later, how are you expanding on the core concept in Majesty 2?Īlexey Kozyrev: The core concept is indirect control, and as such we are adding new "Incentive Flags" so that the indirect control of our heroes is smoother and better. GameSpot: The original Majesty was an addictive blend of real-time strategy and fantasy role-playing. Hero archers can fell enemies from a distance. But how do you motivate a hero? We sat down with producer and CEO Alexey Kozyrev and asked. Now, publisher Paradox and developer 1C: Ino-Co are back with Majesty 2, a sequel that will see you raising heroes from the populace and sending them forth to slay nefarious enemies wreaking havoc across the kingdom. We've seen city sims, flight sims, and military sims, but fantasy sims? Majesty: The Fantasy Kingdom Sim set itself apart in 2000 for its unique blend of real-time strategy, simulation, and fantasy role-playing elements, and gathered a small cult following in the process.
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