GB Feature: Masters of the Broken World Interview, Part One

We’ve just published the first half of a new interview with Snowball Studios’ Vladimir Tortsov about many of the gameplay elements and mechanics present in their forthcoming turn-based strategy/RPG, Masters of the Broken World. And I think many of you will agree with me when I say that I like what I hear:

GB: King’s Bounty, Heroes of Might and Magic, and Master of Magic are often mentioned as your biggest influences for creating Masters of the Broken World. For those players who are familiar with the aforementioned titles, how would you compare and contrast your game to those classics?

Vladimir: MBW vs King’s Bounty. Well, the only gameplay element that is quite similar in both games is the tactical battles screen. Maybe, the whole graphic cuteness reminds King’s Bounty: The Legend a little. And, oh, yes, the troll units in both games look pretty similar to each other :).

MBW vs HoMM. We have a similar heroes’ development system and armies cannot move on the strategy map without heroes. Everything else is quite different. Especially, the strategy map divided into provinces and, as a result, full-scale war operations on the shard level.

MBW vs MoM. The similarities are: the exploration of the different places of interest (ruins, towers, caves, etc); communications with the opponents, which have unique personality; very important role of magic skilled sorcerer could win a battle even without the help of the allied units. The differences are: all construction takes place in the capital city, so the player doesn’t need to pay a lot of attention to the routine micro-management of the identical cities across the map; the game races aren’t predefined the player could choose his allies according to his taste or the game situation ‘˜on the run’.

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