To take stock on the 25th anniversary and summarise the lost possibilities spanning the series, here are some insights into the concepts you never got to experience, new and old alike: the untold chapters of Might and Magic.
Jon Van Caneghem was ahead of his time. With Might and Magic V: Darkside of Xeen released in 1993, he came to the (accurate) conclusion that online gaming was the way forward for RPGs; whether ignoble or otherwise, he sought to capitalise on this emerging medium and extend Might and Magic into the multiplayer spectrum. Might and Magic Online formed the centrepiece of his vision.
Unfortunately, the game never reached fruition, being cancelled before 1998 to make way for the revival of the core RPG series. In an April 2004 interview with Computer Gaming World, Van Caneghem made a direct reference to its existence, and cited some of the reasons for its failure to materialise:
Second, one of the main reasons I was excited to go with 3DO was the ability to create Might and Magic Online. 3DO had the entire infrastructure from their game Meridian 59. With all the ideas I had (most of which have still not appeared in current games), we could have created something really awesome. The future for me in 1996 was definitely online games. Alas, the decision was that for the same budget as MMO, 3DO could make three PS2 games."
The novels were, however, created to serve a purpose beyond extending the fiction of the series: Gravel was assured that their events would serve as a frame to the story of Might and Magic VI, then undergoing preliminary design work. With minimal information to work with, Gravel developed the setting by himself, assured that New World Computing would build their game around them and not vice-versa. Time passed, and when 1998's Might and Magic VI: The Mandate of Heaven finally went gold, it appeared to contain no terms, characters or locations from Gravel's stories. Instead, it had been written as a follow-up to Heroes of Might and Magic II: The Succession Wars, continuing the story of the Ironfists and the kingdom of Enroth.
Now dubious as to the purpose of the exercise, Gravel declined when asked to write a third, unrelated novel to fulfill the deal; he had grown fond of the world he had developed, and had already written several chapters for The Worldcrafter (which still exist, somewhere, in hard-copy form). Disappointed at being unable to conclude the story arc, he was released from the contract with the help of his agent, declining to "switch gears and tackle a whole new universe". Between 2006 and 2009, we contacted Geary Gravel, who kindly agreed to share some of the details he could recall regarding the plot of the final instalment.
The next discarded concept in the series came in mid-1999, with the advent of the first expansion pack to the extremely-successful Heroes of Might and Magic III. Gregory Fulton, a new designer who had written Heroes III's developer diaries and provided essential contributions to the storylines of Heroes III, Might and Magic VI and Might and Magic VII, collaborated with Jon Van Caneghem to plan the newest faction in the Heroes lineup. They decided to pick up where Might and Magic VII's Evil ending left off: the dark adventurers of Terra and the Lords of Harmondale revive the Heavenly Forge, an Ancient facility capable of creating advanced, futuristic weaponry.
The Forge town was the result, showcasing a true conflagration of Antagarich's fantastical races and the Ancients' magnificent instrumentation. Goblins received blasters, Zombies were armed with buzz saws for arms, Ogres were equipped with rocket launchers, Minotaurs were bestowed with jetpacks, and Nagas became fused with caterpillar tanks. Flamethrower-wielding pyromaniacs and the mechanised Dreadnoughts rounded off the lineup. Dieselpunk was to take Antagarich by storm as Erathia's medieval military locked arms with the grotesque Deyjan armies.
When the Forge was showcased at E3 in May 1999, New World Computing met an unexpected backlash: the Astral Wizard fansite proposed a boycott of the expansion, with roughly a hundred fan e-mails requesting the town's removal. Upon the leak of one Naga Tank sketch by NWC artist George Almond which displayed partial nudity, some became worried that the Forge would prove distasteful. Greg Fulton received a death threat from one indignant individual. Later, when management made light of it, he was so incensed that he quit his job.
In interviews prior to his resignation, with the fan community and GameSpot's Andrew Park and Micheal Mullen, Fulton confirmed that the Forge had been removed from the game and replaced with the Conflux (an elemental town originally intended for the second expansion) but pushed forward due to the controversy. The storyline had been altered accordingly to include the Kreegans as the new main anatagonists and the Light ending to Might and Magic VII was instead implied as canonical.
Despite disappointment in the lack of community trust, he felt there was not enough pro-Forge activity to justify its inclusion, and that it was unwise to fight the (albeit small) percentage of vocal fans who opposed it. To those who protested against the Conflux, he replied that "you'll get the elemental town, and you'll like it", whereas to Adrenaline Vault, he commented:
"The Forge introduced sci-fi elements into the Heroes universe for the first time, but sci-fi has been a part of the Might and Magic series since the original in 1986. Some of our fans were unaware of the history of sci-fi in the Might and Magic series and were very vocal in their opposition to this new inclusion. There's a 13-year history of listening to the fans at New World Computing, so we decided to move in another direction. I still feel the concept of sci-fi would work in the game. We just need to make sure we don't shock our fans with it."
Forge-related developments do continue, though: in 2009, a forum member named benhur appeared at Heroes Community and posted, for the first time ever, a full .RAR file containing the original animated graphic files from the Forge's town screen as it appeared at the town's original announcement at E3, apparently created by New World Computing's Phelan Sykes some ten years earlier.
At that point, the original PlayStation concept had already been under production for a couple of years, with a design document and plenty of art finalised; unable to make use of these assets due to engine incompatibilities, the under-staffed Requiem team was, alas, left with only seven months to cobble together a working product. The result was only loosely based on its counterpart, and its release was forced to coincide with the gold master of the PlayStation version in Christmas of 1999. Despite heavy promotion, neither release was particularly well-received and both sold terribly, but these problems didn't dissuade 3DO from investing in the creation of a sequel.
Again, Warriors was released on three platforms to abysmal sales and reception, and, again, 3DO inexplicably green-lighted a sequel with further drastic alterations: the concept which began as Warriors 2 was renamed to Shifters, finally omitting the brand name in response to poor sales from the flagship Might and Magic titles developed at New World.
In 2000, between the releases of the aforementioned games, Robson and Owen Lockett pitched a far more-inspired game design to 3DO, heavily influenced by the Thief series of stealth games created by Looking Glass Studios. Envisioning an open-world, dense urban setting filled with active characters, they developed a short prototype where every building in the city had a unique interior, with every NPC acting on individual schedules (unremarkable accomplishments today, but considered revolutionary in 2000). Despite a comprehensive game design, their concept was rejected by 3DO because the publisher's officials didn't think the Thief series had made enough money. The only indication of its existence lies in the Warriors game itself, in the form of a piquant Easter-egg: a gravestone marked "Rogues of Might & Magic".
Amidst this growing mound of spinoffs commissioned directly by 3DO, another literary enterprise reared its head. Hearkening back to the botched attempts at creating novels whose plots intertwined with the games, New World Computing and HarperCollins editor Josh Behar began dialogue with prolific author Mel Odom to bring to fruition the third novel in the Might and Magic series: The Sea of Mist.
When Tim Lang replaced Tom Ono as MM9's lead designer, he abandoned Ono's concept and crafted the setting of Rysh and Chedian for the game. Giving Odom free reign with his writing, Lang severed most of the ties common between his design document and Odom's novel, Tamarck and the events that took place there: he believed constraints created by the events of The Sea of Mist did not afford the player a real chance to create their own stories. In the final novel there is just one remaining passing reference to Might and Magic IX, probably retained as a "development relic" by accident: the city of Heronport, mentioned in MM9's item descriptions, is also briefly alluded to in the book.
The story line ends on a frustrating cliffhanger, with Praz-El embarking on a pilgrimage to the keep of Murlank to be educated in the dark arts, and lead villain Sendark privately revelling in his accomplishments, having never even physically encountered our hero throughout the course of the text. Recently, I learned why: The Sea of Mist was intended to serve as the first chapter in a series, with at least three books, or more, planned. This franchise never materialised; we can only speculate as to why not.
"The Gate of Anduran is an incredible machine that can allow travel between the worlds of the Might and Magic universe. Unfortunately, an evil, power-hungry madman has come upon the secret of using it to transcend both space and time. His plan is to travel back in time and to alter the course of history, an act that could very conceivably result in the destruction of the world. The world is clearly in dire need of someone to thwart his malevolent scheme."
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