New World Computing, 1986
MS-DOS, Amiga, Apple II, Mac, C64, 等*
New World Computing, 1986
MS-DOS, Amiga, Apple II, Mac, C64, etc*
魔法门 1（Might and Magic: Book I - Secret of the Inner Sanctum）是由 New World Computing （新世界电脑）公司创始人 John Van Caneghem 提案制作的以队伍组建为主题的“blobber” 系列 RPG 游戏中的第一部。该系列游戏并未拘泥于当时流行的主流玩法，而是开创了一个全新的游戏方式，一个基于《巫术（Wizardry）》的基本架构，再加上一个可探索开放世界的“真正的”回合制游戏。
在以往像是《巫术》或者《冰城传奇（The Bard's Tale）》这类游戏中，需要在每回合开始前输入大量的行动指令然后再一次性执行。然而在《魔法门》中无论是玩家还是怪物都会立即执行每一个命令，这让玩家有机会对事件的展开做出即时反应。
Might and Magic - Book I is the first of a long series of party-based “blobber” RPGs initiated by John Van Caneghem, founder of New World Computing. It offered a new take on the sub-genre then dominated by Wizardry, with a large outdoor open world and a “real” turn-based combat system, as opposed to the popular phased one.
In games like Wizardy and The Bard's Tale all commands were issued in bulk at the beginning of the turn, then played out. Might and Magic made every command be executed immediately, both for the player and the enemies, allowing players the opportunity to instantly react to how events unfold.
Preference for one or the other is a matter of taste, but this new way to handle a party in combat offered an interesting alternative.
The open world brought a sense of liberty few games had dared offer until then. The map lured the player in with promise of discovery and developments, and that the promise the game does keep. Environments include forests, deserts, swamps, mountains, oceans and ethereal realms.
The world is a large patchwork of puzzles. Forest mazes are not designed to appear natural, but rather offer a challenge to access secret areas that reap higher rewards, including keys to unlock areas you may have run into previously but were unable to enter.
The game's artful use of impenetrable forest, mountain walls, portals and secret passages make many areas a challenge that needs to be revisited repeatedly before you can confidently draw that last square and complete your own map.
Many will be shaken off by the necessity to draw the maps and keep notes. But these challenges to the player's rigour will make stepping out of the comfort zone worth it. Every challenge brings its lot of satisfaction when it is overcome, and carefully building your own maps is no exception.
The combat system, backed by dozens of tactical spells, is an experience in nail-biting suspense where one poor decision can often turn the tide against you and spell defeat. A good one can lead to a satisfying victory against apparently disastrous odds. Granted, not every battle offers these situations but they come around enough to make the game memorable.
While there is, to some extent, a bit of level scaling (as encounters adapt to the strength of your party), it only goes so far. Roaming the world therefore leads to encounters that inevitably lead to an untimely death. Even within the same map, accessing a remote area might lead to scripted encounters that offer an unexpected level of resistance, keeping you on your toes.
Another aspect that keeps you alert is the fact that the only way to save your progress is to return to the inn. This saves in a single slot, overwriting the previous entry, and can lead to intense frustration, but it also makes each battle more suspenseful.