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Hello, my dear friends. Everyone should know this.
Alexander Mishulin
Graduated from VMiK MSU. Nearly 8 years in the industry. Spent a year writing reviews and walkthroughs for various games in magazines; spent the rest of the time working at Nival Interactive. Participated in the creation of "Cursed Lands" as a mission designer, and "Demiurges" as a game designer. Later worked as a lead designer on projects such as "Operation: Silent Storm", "Silent Storm: Sentinels", and "Heroes of Might and Magic V". Currently holds the position of creative director.
Introduction
This article tells the story of how Heroes of Might and Magic V was created (mainly from a design perspective) and the problems we encountered along the way. Let's start by recalling the history of the Heroes of Might and Magic game series.
In 1990, King's Bounty was released. Formally, it does not belong to this series, but in fact, it is its progenitor, as it laid the foundations for the future gaming legend.

Five years later, on May 31, 1995, the first game of the series was released: Heroes of Might and Magic I; this game is remembered least of all, remaining in the shadow of its predecessor and successor, but it would be unfair not to mention it. Already in this game, one can see the interface and strategic map appearance that became classic for a long time.

A little over a year later (October 31, 1996), the next game was released, which almost everyone remembers and which some fans still consider the best in the series — Heroes of Might and Magic II: Succession Wars. The graphics changed significantly, as did a number of gameplay concepts. Later, an expansion called Price of Loyalty was released for the project (subsequently, expansions would become an integral feature of the series).

On February 28, 1999, Heroes of Might and Magic III: Restoration of Erathia was released, the most successful representative of the series in terms of sales. The graphics changed drastically, but otherwise it was the same game (which fans had waited for so long). It should also be noted that the third part is remembered by many for its unthinkable number of expansions.

After a multitude of add-ons to Heroes III, the most controversial part of the series was released (March 29, 2002) — Heroes of Might and Magic IV. Many changes were introduced to the game regarding the core Gameplay. Some fans considered this game the best in the series, while others found it too revolutionary and "wrong" for the franchise, preferring to remain loyal to the previous part, Heroes of Might and Magic III.

If we combine all the data (excluding the numerous official expansions to Heroes III) into a single list, we get:
* King's Bounty (1990)
* Heroes of Might and Magic I (31.05.1995)
* Heroes of Might and Magic II (31.10.1996)
o Price of Loyalty (30.04.1997)
* Heroes of Might and Magic III (28.02.1999)
o Armageddon's Blade (30.09.1999)
o Shadow of Death (31.03.2000) ...
* Heroes of Might and Magic IV (29.03.2002)
o Gathering Storm (26.09.2002)
o Winds of War (23.02.2003)
Throughout this time, the series was created by New World Computing and published by 3DO, but in 2004 3DO went bankrupt, resulting in its IP being sold at auction. The Might and Magic franchise (including HOMM) was won by Ubisoft.
It is also worth noting that besides the Heroes of Might and Magic series, there are a number of related games. The most famous among them is the same-named RPG series Might and Magic (I-IX). There were also various attempts to take the world of Might and Magic beyond the genres of RPG and TBS — and beyond the PC. The main direction for "stepping outside the box" was the action genre — Warriors of Might and Magic and Crusaders of Might and Magic; on PC, there was an attempt to ride the wave of Counter-Strike's popularity — Legends of Might and Magic. And there was a direct attempt to bring the "Heroes" series (specifically its progenitor King's Bounty) to consoles — Heroes of Might and Magic: Quest for Dragonbone Staff. But none of these games — neither the action titles nor the "port" — were successful.
Let's divert from "Heroes" for a moment and recall how a franchise works.

Suppose we initially had a great game, then we released a sequel. As is known, a sequel targets almost the same audience, but with a slight shift to capture new people. A new game will attract only part of the first game's audience (almost always someone won't like the sequel), but on the other hand, the game will attract a new audience and expand (accordingly, the circles overlap and the second circle is larger than the first). The second sequel works by the same laws, shifting the audience once more.
Returning to "Heroes" and looking at the same picture, we realize that for this series, everything happened differently.

The beginning was standard: the first "Heroes" came out, then the second, which overlapped almost completely, then the third, which was a standard sequel for the franchise — many new players, some old ones dissatisfied... Then the fourth "Heroes" were released, which split the series' fans into two audiences — followers of the third and followers of the fourth, with very little overlap. Based on the audience we wanted to cover with the fifth "Heroes", it becomes clear what goals we had during development: to unite the warring fan camps and bring them together in one game of the series.
It is well known that working on a game in any major franchise is a struggle between innovation and tradition, and the HOMM series is no exception. Obviously, during the development process, one must find a delicate balance: avoiding situations where players say something was done but it's just a repetition of a previous game in the series, while simultaneously preventing outrage over changes that are too large and "kill the series." It seems to me that in the fourth "Heroes," the developers went too far with innovation and were misunderstood by many users, which essentially caused the fan split. The conflict between innovation and tradition manifested actively during the development of the fifth game in the series, but we will talk about this a bit later.
To make it easier to link design events to the development process later on, I will demonstrate which project stages fell into which time periods:
* Start of work on the project - November 2003
* Completed Pre-Production - February 2004
* FPP (First Publisher Playable) version - June 2004
* FPP2 version - October 2004
* RP (Reference Playable) version - December 2004
* E3 version - April 2005
* RP2 (Reference Playable) version - March 2005
* Beta test version - January 2006
* Gold Master - April 2006
Just in case, I will decode what some of the version names mean:
* FPP - a version that contains several game elements and where Gameplay is already visible. However, not all components of the game are present in this version, only very basic ones. It was the FPP version that, after it leaked, was actively sold by pirates in Russia as an alpha version of HOMM V.
* FPP2 - a modified FPP version taking into account the publisher's wishes.
* RP - in Russian game dev, such a version is more often called an alpha; in American dev — a Vertical Slice. This is a finished game in miniature, using one mission as an example; it has all the elements, but not all content has been created yet; mass production begins after this.
* RP2 - a modified RP version taking into account the publisher's wishes.
During the design process, we encountered four major problems, which we will examine in order of increasing complexity:
* Problems with the game script
* Problems with in-game interfaces
* Problems with introducing the third dimension into the game
* The struggle for tradition
Problems with the script
The script for HOMM V began to be created almost simultaneously with the start of work on the game — a number of options were devised, the best was selected, detailed, and sent to the publisher. After that, for 9 months, the script remained in limbo. Then, closer to September, a team began to form at Ubisoft responsible for the development and integrity of the Might and Magic world across all projects. Corrections gradually began to be made — sometimes small, sometimes large. As a result, the script was agreed upon only in February 2005, and about half of it had been changed.
It is clear that the game script does not exist in isolation; many different game elements are linked to it, for example, the design of all campaign missions, which also had to be significantly changed (even though their production was already underway, and sketches and prototypes had been approved back in the spring of 2004).
The publisher took over the creation of all dialogues (based on the script basis). We successfully discussed and approved all mechanisms for delivering information to the player — specifically regarding dialogues. The deadlines for creating game dialogues were missed several times. It is clear that dialogues do not exist in the game by themselves; they must be delivered to the player somehow — in this case, through dialogue scenes. These scenes had to be created by a small dedicated team in crash mode based on draft English texts (received in October 2005). The final texts (thank God, requiring only minor corrections in the dialogue scenes) appeared only at the very end of development — 1.5 months before the game's release. For reference: there are about 200 dialogue scenes in the game.
Conclusions:
* Excellent tools are needed for working with all game elements related to scripts, dialogues, and texts;
* When working with a large publisher, you must be prepared for re-dos of quite large volumes;
* You should not agree to re-dos just like that; re-dos should be formalized as an addendum to the contract. It is entirely possible that if re-dos are required due to the publisher's fault, you will be able to secure additional funding or a deadline extension — such agreements should also be included in contract addendums.
Info from site http://www.dtf.ru
There will be a continuation after someone creates a post. Otherwise, they will be merged and exceed the allowable character limit.
Alexander Mishulin
Graduated from VMiK MSU. Nearly 8 years in the industry. Spent a year writing reviews and walkthroughs for various games in magazines; spent the rest of the time working at Nival Interactive. Participated in the creation of "Cursed Lands" as a mission designer, and "Demiurges" as a game designer. Later worked as a lead designer on projects such as "Operation: Silent Storm", "Silent Storm: Sentinels", and "Heroes of Might and Magic V". Currently holds the position of creative director.
Introduction
This article tells the story of how Heroes of Might and Magic V was created (mainly from a design perspective) and the problems we encountered along the way. Let's start by recalling the history of the Heroes of Might and Magic game series.
In 1990, King's Bounty was released. Formally, it does not belong to this series, but in fact, it is its progenitor, as it laid the foundations for the future gaming legend.
Five years later, on May 31, 1995, the first game of the series was released: Heroes of Might and Magic I; this game is remembered least of all, remaining in the shadow of its predecessor and successor, but it would be unfair not to mention it. Already in this game, one can see the interface and strategic map appearance that became classic for a long time.
A little over a year later (October 31, 1996), the next game was released, which almost everyone remembers and which some fans still consider the best in the series — Heroes of Might and Magic II: Succession Wars. The graphics changed significantly, as did a number of gameplay concepts. Later, an expansion called Price of Loyalty was released for the project (subsequently, expansions would become an integral feature of the series).
On February 28, 1999, Heroes of Might and Magic III: Restoration of Erathia was released, the most successful representative of the series in terms of sales. The graphics changed drastically, but otherwise it was the same game (which fans had waited for so long). It should also be noted that the third part is remembered by many for its unthinkable number of expansions.
After a multitude of add-ons to Heroes III, the most controversial part of the series was released (March 29, 2002) — Heroes of Might and Magic IV. Many changes were introduced to the game regarding the core Gameplay. Some fans considered this game the best in the series, while others found it too revolutionary and "wrong" for the franchise, preferring to remain loyal to the previous part, Heroes of Might and Magic III.
If we combine all the data (excluding the numerous official expansions to Heroes III) into a single list, we get:
* King's Bounty (1990)
* Heroes of Might and Magic I (31.05.1995)
* Heroes of Might and Magic II (31.10.1996)
o Price of Loyalty (30.04.1997)
* Heroes of Might and Magic III (28.02.1999)
o Armageddon's Blade (30.09.1999)
o Shadow of Death (31.03.2000) ...
* Heroes of Might and Magic IV (29.03.2002)
o Gathering Storm (26.09.2002)
o Winds of War (23.02.2003)
Throughout this time, the series was created by New World Computing and published by 3DO, but in 2004 3DO went bankrupt, resulting in its IP being sold at auction. The Might and Magic franchise (including HOMM) was won by Ubisoft.
It is also worth noting that besides the Heroes of Might and Magic series, there are a number of related games. The most famous among them is the same-named RPG series Might and Magic (I-IX). There were also various attempts to take the world of Might and Magic beyond the genres of RPG and TBS — and beyond the PC. The main direction for "stepping outside the box" was the action genre — Warriors of Might and Magic and Crusaders of Might and Magic; on PC, there was an attempt to ride the wave of Counter-Strike's popularity — Legends of Might and Magic. And there was a direct attempt to bring the "Heroes" series (specifically its progenitor King's Bounty) to consoles — Heroes of Might and Magic: Quest for Dragonbone Staff. But none of these games — neither the action titles nor the "port" — were successful.
Let's divert from "Heroes" for a moment and recall how a franchise works.
Suppose we initially had a great game, then we released a sequel. As is known, a sequel targets almost the same audience, but with a slight shift to capture new people. A new game will attract only part of the first game's audience (almost always someone won't like the sequel), but on the other hand, the game will attract a new audience and expand (accordingly, the circles overlap and the second circle is larger than the first). The second sequel works by the same laws, shifting the audience once more.
Returning to "Heroes" and looking at the same picture, we realize that for this series, everything happened differently.
The beginning was standard: the first "Heroes" came out, then the second, which overlapped almost completely, then the third, which was a standard sequel for the franchise — many new players, some old ones dissatisfied... Then the fourth "Heroes" were released, which split the series' fans into two audiences — followers of the third and followers of the fourth, with very little overlap. Based on the audience we wanted to cover with the fifth "Heroes", it becomes clear what goals we had during development: to unite the warring fan camps and bring them together in one game of the series.
It is well known that working on a game in any major franchise is a struggle between innovation and tradition, and the HOMM series is no exception. Obviously, during the development process, one must find a delicate balance: avoiding situations where players say something was done but it's just a repetition of a previous game in the series, while simultaneously preventing outrage over changes that are too large and "kill the series." It seems to me that in the fourth "Heroes," the developers went too far with innovation and were misunderstood by many users, which essentially caused the fan split. The conflict between innovation and tradition manifested actively during the development of the fifth game in the series, but we will talk about this a bit later.
To make it easier to link design events to the development process later on, I will demonstrate which project stages fell into which time periods:
* Start of work on the project - November 2003
* Completed Pre-Production - February 2004
* FPP (First Publisher Playable) version - June 2004
* FPP2 version - October 2004
* RP (Reference Playable) version - December 2004
* E3 version - April 2005
* RP2 (Reference Playable) version - March 2005
* Beta test version - January 2006
* Gold Master - April 2006
Just in case, I will decode what some of the version names mean:
* FPP - a version that contains several game elements and where Gameplay is already visible. However, not all components of the game are present in this version, only very basic ones. It was the FPP version that, after it leaked, was actively sold by pirates in Russia as an alpha version of HOMM V.
* FPP2 - a modified FPP version taking into account the publisher's wishes.
* RP - in Russian game dev, such a version is more often called an alpha; in American dev — a Vertical Slice. This is a finished game in miniature, using one mission as an example; it has all the elements, but not all content has been created yet; mass production begins after this.
* RP2 - a modified RP version taking into account the publisher's wishes.
During the design process, we encountered four major problems, which we will examine in order of increasing complexity:
* Problems with the game script
* Problems with in-game interfaces
* Problems with introducing the third dimension into the game
* The struggle for tradition
Problems with the script
The script for HOMM V began to be created almost simultaneously with the start of work on the game — a number of options were devised, the best was selected, detailed, and sent to the publisher. After that, for 9 months, the script remained in limbo. Then, closer to September, a team began to form at Ubisoft responsible for the development and integrity of the Might and Magic world across all projects. Corrections gradually began to be made — sometimes small, sometimes large. As a result, the script was agreed upon only in February 2005, and about half of it had been changed.
It is clear that the game script does not exist in isolation; many different game elements are linked to it, for example, the design of all campaign missions, which also had to be significantly changed (even though their production was already underway, and sketches and prototypes had been approved back in the spring of 2004).
The publisher took over the creation of all dialogues (based on the script basis). We successfully discussed and approved all mechanisms for delivering information to the player — specifically regarding dialogues. The deadlines for creating game dialogues were missed several times. It is clear that dialogues do not exist in the game by themselves; they must be delivered to the player somehow — in this case, through dialogue scenes. These scenes had to be created by a small dedicated team in crash mode based on draft English texts (received in October 2005). The final texts (thank God, requiring only minor corrections in the dialogue scenes) appeared only at the very end of development — 1.5 months before the game's release. For reference: there are about 200 dialogue scenes in the game.
Conclusions:
* Excellent tools are needed for working with all game elements related to scripts, dialogues, and texts;
* When working with a large publisher, you must be prepared for re-dos of quite large volumes;
* You should not agree to re-dos just like that; re-dos should be formalized as an addendum to the contract. It is entirely possible that if re-dos are required due to the publisher's fault, you will be able to secure additional funding or a deadline extension — such agreements should also be included in contract addendums.
Info from site http://www.dtf.ru
There will be a continuation after someone creates a post. Otherwise, they will be merged and exceed the allowable character limit.