Those 500 gold coins have to come from somewhere, after all. Majesty’s hook is that, as well as setting these quests, you also have to deal with the financial fallout. Sure, they’ll fight monsters if one walks right in front of them, but they won’t go even slightly out of their way unless they known their palms will be crossed with gold afterwards. And that cash is all the heroes really want – they have no interest in protecting the weak or defending the land. You’re the invisible quest-setter of any and every RPG/MMO, providing cash prizes for noble deeds. You make them more arsed by adding more cash, until finally someone shrugs and trudges over there. You don’t select them and manually send them there – you just drop a flag, suggesting somewhere they could go or something they could fight to if they can be arsed. Heroes attack, explore or defend because you’ve set a reward for them to do so. You don’t directly control anyone in this sorta-RTS. And Majesty 2's AI-controlled, massively selfish heroes turn the mirror on us. We want gold, and we want to watch a bunch of numbers increase - because we are greedy and self-obssessed. It tears away the pretend philanthropy and nobility of fantasy heroes, leaving the terrible truth of what we really play most RPGs and MMOs for. There’s something rather scathing about Majesty 2. I confess I've never played the first game, but I was intrigued enough by this decade-on sequel to take a nose. The sequel to Microprose/Cyberlore's 2000 RTS/RPG/management game has just hit, this time handled by one of Russian omni-developer/publisher 1C's many studios.
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