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And why, in your opinion, did NOMM4 "die out"?
If we view the first project as an amateur one (which it partly was), then for the second part, we are striving to bring it up to a high-quality, professional level. I can't say right now whether it will happen or not; we are trying and working on it.
After the release of "Mage Guild: The Lost World of Magic," feedback started pouring in, both positive and critical. We received player response, and now we see where we made slips and mistakes. At the moment, our goal is to eliminate them without losing the "spirit" of the first part. This is in addition to the innovations briefly described in the "GM2:NN" thread.
We do not want to deviate from the ideas, simplify them, or distort them to cater to casuals. On the contrary, we will deepen and develop them, and! make them accessible. As much as each player needs, as much as they wish to dig deeper. If you're interested, I can explain in a bit more detail.
There will be a "streamlining" of the interface and manual—everything that affects convenience, the player's connection to the game, and quick, painless mastery.
If we view the first project as an amateur one (which it partly was), then for the second part, we are striving to bring it up to a high-quality, professional level. I can't say right now whether it will happen or not; we are trying and working on it.
After the release of "Mage Guild: The Lost World of Magic," feedback started pouring in, both positive and critical. We received player response, and now we see where we made slips and mistakes. At the moment, our goal is to eliminate them without losing the "spirit" of the first part. This is in addition to the innovations briefly described in the "GM2:NN" thread.
We do not want to deviate from the ideas, simplify them, or distort them to cater to casuals. On the contrary, we will deepen and develop them, and! make them accessible. As much as each player needs, as much as they wish to dig deeper. If you're interested, I can explain in a bit more detail.
There will be a "streamlining" of the interface and manual—everything that affects convenience, the player's connection to the game, and quick, painless mastery.