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A few reflections on the game.
Conventionally, players can be divided into two groups: casuals (who play good games regardless of the genre) and strategists (who prefer turn-based strategies). There are more players in the first category. For them, Heroes is just one of many games: they have encountered better ones, like Dragon Age, Deus Ex, or Starcraft 2. They criticize the game because they have a choice. For now, they are more numerous on the forums. For now. Some new Hitman or Battlefield will come out, and they will scatter.
Strategists are fewer in number for now, but they will stay with the game longer. Due to the lack of a real alternative. Disciples III is no competitor to Heroes, no matter how much you rework the game; the foundation is nonexistent. I won't get into arguments, but I've played since the first part, and the series' continuity has been broken.
King's Bounty is also not a competitor; it doesn't even have Multiplayer.
Various games like Eador, Elemental... they are too small-scale. Therefore, there is no alternative to Heroes, except for earlier versions. For example, fans of the third game mostly stayed with the third. Fans of the fifth may stay with the fifth. But not all of them, and a new generation of players is growing up quickly.
So, when the casuals leave and strategists become the majority on the forums, the tone of the discussions will change. Despite all its flaws, the game has great potential. A casual won't see this, nor do they need to.
Heroes 6, despite its current controversiality and unusualness, is a logical continuation of the series.
All changes stem from the logic of the game's development.
The main ailment of Heroes is the increase in game duration, the "turtle disease." Unfortunately, in the third game, for example, you have to overcome a bunch of obstacles before meeting an opponent. I've seen many times how a player runs around a crypt for half an hour with a dozen archers against a dozen zombies. And there can be 3-4 such crypts per turn. While the boss is fighting, then the minions break through something... In that same third game, matches last 2-3, at most 4 game weeks, but in real time, it can take a whole day.
I know what I'm talking about; at the last CIS championship, there were cases where they couldn't finish a match in one day and had to finish it the next. And the most frustrating part is that time was wasted not on battles between opposing heroes, but on taking crypts, dwarf holds, naga banks, and so on during the 1st or 2nd week, when a small army must maneuver cleverly to avoid losses. Yes, this reveals a player's skill class, but how much time does all this devour!
Heroes 6 has many bugs, but they are fixable. It's like a Formula 1 car with a decent engine and chassis. At first, the chassis might break, the engine might burn—but as the season progresses, the flaws are eliminated, and it takes prizes in the deciding races. It's the same here: eliminate the flaws with add-ons, and it will be a great game. The foundation of the game is normal. By the way, that's exactly how it was with the fifth game; try playing the original version.
I held a trial tournament. There is interest in the game. These are students who have the money to buy the game and the time to study it. No interest was observed among children or adults. In tournaments for the third or fourth game, besides the standard age of 20-30, a couple of older men and a couple of children always showed up. For the sixth, all 14 people were between 18 and 22 years old. No HoMM3 lovers, who used to attend "three" tournaments, were seen.
IMHO, what's needed now is a very strong organizer. Definitely young, just over 20, capable of starting from scratch and building a working structure. For example, in Heroes III, I can recall at most 4 people who fit the description of such an organizer over the entire time. First and foremost, that was Vitaly (Lord Maniac). He organized real-life tournaments for 100 people in St. Petersburg, refereed, wrote reports, and did almost everything alone: for the infant state of Heroes in 1999, this was like another dimension. Many legendary players grew out of Vitaly's tournaments.
Then Lesha Chaos appeared in Moscow. It was easier for him; he had financial support from the Computer Sport Federation—but still, without him, nothing would have happened. He left, and the Chaos League collapsed quite quickly.
On World, we have Pit and Sticky. I left the third game with a clear conscience precisely because there were people to continue and develop World; stronger organizers appeared. He wouldn't have been able to pull off a World Championship.
If the sixth game is lucky enough to have such an engine, it will flourish. There will be mass online tournaments, friends and helpers will appear—a strong core will form. Then a real-life meeting, discussion of a club tournament, and the formation of a package of suggestions for the developer to improve the game.
With high probability, the suggestions will be heard. They've heard something about the Russian-speaking Heroes Community. The fifth game was developed by the Russian Nival. In the sixth, the heroes have Slavic names (for those who don't know, Hungarians are not Slavic at all; native Hungarian names are not Slavic, Western culture is much closer to them). Money for the development of the game will definitely be allocated by the developers.
Why am I not planning to do this myself? First, before the game's release, I approached Buka with a large package of suggestions for the development of the Heroes movement. The company considered the proposals, then said they had another package of proposals that was more optimal. It's not "comme il faut" to push in, and I don't like interfering pointlessly.
Secondly, I don't like sitting idle; I always need to be doing something. I found another firm on the internet, and they offered me a lucrative job that doesn't interfere with my main one. Therefore, I physically cannot allocate significant time to the game, and half-measures achieve nothing.
And thirdly, and most importantly—the large age gap with the main contingent of "sixers." In 1999, I was one of them in that environment, a peer to the bulk of the players. Now, I would just be an annoying, boring old guy.
In general, if you've read this wall of text to the end, look for a talented leader, help them, don't offend them for no reason (talented people often have fragile souls)—and a mighty Heroes Community will grow.