A look back at Might and Magic 6
1998 was arguably one of the best years for video games. Ocarina of Time, Half-life, and Resident Evil 2 all released in the space of twelve months - to name only a few. While we celebrate the 25th anniversaries of our most foundational games, however, one shouldn't be forgotten. Sometimes, it seems like anyone with a PC at the end of the 90s had a copy, and while not all of us will remember it fully, most will remember it fondly.
It's a blend of fantasy and science fiction that's emblematic of the series' menagerie of inspirations."I started playing computer games in college. Ultima and Wizardry were two of my favorites at the time, but I also played a lot of board games as well as Dungeons & Dragons," designer Jon Van Caneghem told me over email."Might and Magic was my desire to make a game with all the things I enjoyed from the tabletop game combined with what the computer did well.
Because 3D engines at the time gave the CPU all the responsibility of rendering,"this created many challenges for everything in the game and the design had to go with what was possible to maintain frame rate and memory," Van Caneghem explained."I'm still amazed we made it work, but for the time I think we accomplished something special."
"I think," Van Caneghem added,"Might and Magic 6 is a milestone for the series and quite the milestone in computer RPGs." This is a sense of fun that was apparently reflected in the development process. Heading into production on Might and Magic 6,"The team at New World Computing had grown and I had additional designers and writers to work with," Van Caneghem said."It was so much fun to have a team to iterate with, they made it possible to add new ideas and pull it all together."
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