I really want VCMI to succeed and that’s also why I also have fears about its development process and goal.
Now, VCMI holds a very bright future in possibilities, but because of these many possibilities perhaps there’s also many things that could go wrong. What kind of decisions could swag you away from the VCMI project?
Here’s my thoughts on this subject.
If VCMI is to succeed it needs a strong pillar at its base. For me, this is HMM3 recreated by strict standards adhering to the original game. That is, you should be able to play VCMI without noticing any obvious changes that are not part of original. Exception to this are technical improvements of specific natures. Like, bug fixes, higher resolutions, better sound, better networking, etc. Also, non obligatory additions/features like creature queues, enemy creature movement range, SIM turns, etc.
Of course VCMI’s base can never be absolutely the same as the original without the original source code, nor should be; so there’ll be subtle differences, but the goal should be to emulate the original as close as possible for its base. From this strong base, new content in form of mods, expansion, etc, can grow in any direction feasible.
So what could go/is wrong in my book?
What is wrong. Section 1.
VCMI’s slogan is ‘Heroes 3: WoG recreated’. That’s a bit scary to me because it implies that the original HMM3 is not the base; that WoG is the point of origin. But now VCMI can be played completely without WoG, thankfully. Still, the slogan bothers me. It’s fine that WoG is an official, recreated VCMI expansion, but they should consider changing the slogan to reflect the original HMM 3, not WoG. Suggestion: VCMI Project - Heroes 3 recreated. It would be a simple fact that WoG is also to be recreated. Also, this is a less confusing slogan for new people finding the site that that haven’t ever played WoG, but has played HMM3.
What could go wrong. Section 1.
Imagine original icons, sound, music, etc, replaced just because. This would not be a good base. That’s what integrated modding support is for. Let’s say we emulate the random map generator as base, but that we only make obvious changes through interchangeable modules. Like, Joe’s improved map generator. Bob’s tweaked battle AI. Whatever. But emulation of the original material and gameplay should always be the base, and it’s the key to success!
What could go wrong. Section 2.
Things that the original HMM3 didn’t have which you cannot turn off. This should be a limited concurrence or people might rather just play SoD despite other good things about VCMI that they like. Like, bug fixes, etc.
What is done right. Many things! Section 1.
Now I like to point out how impressed I am thus far with what I am seeing from VCMI. That’s despite the chaos that you could imagine affecting an open-developed, team project. But VCMI has done a great job of keeping the red line which is their development plan for VCMI.
I like to hear your option(s) on this subject.
Edit: please delete the double post. Thanks