Myth (computer game series)
From Wikipedia, the free encyclopedia
Categories: Cleanup from January 2008 | Wikipedia laundry list cleanup | Articles to be split | Articles lacking sources from July 2007 | All articles lacking sources | All articles with unsourced statements | Articles with unsourced statements since October 2007 | Articles with unsourced statements since April 2007 | 1997 video games | 1998 video games | 2001 video games | Bungie Studios games | Cooperative video games | Linux games | Mac OS games | Mac OS X games | Multiplayer online games | Myth | Real-time tactics video games
Image:Myth2pic.jpg
A multiplayer battle from Myth II: Soulblighter. Units shown: Berserks, Dwarves, Warlocks, Brigands and Mauls
Myth is a series of real-time tactics (not to be confused with real-time strategy) computer games. The games are:
Myth and Myth II were developed and self-published by Bungie Software between 1997 and 1999. As a result of Bungie's sale to Microsoft in 2000 the company lost the franchise rights to Take 2 Interactive,[citation needed] [1]who quickly released Myth II: Worlds (Myth II: Soulblighter bundled with a compilation of fan-created content) and Green Berets: Powered by Myth II (a total conversion developed by the online community). Later, Myth III was developed by MumboJumbo and published by Take 2 Interactive. Myth II is by far the most popular game in the series (though Myth had better sales during its launch and first few years of life[citation needed]).[citation needed] The Myth games were a departure from established standards laid down by Warcraft (whose own concept largely mirrored that of Dune II two years earlier) in that resource retrieval and unit construction were entirely removed; in their places were squad- and soldier-level tactics. As a direct result of this, the series' combat has a far greater level of depth and believability than that seen in Warcraft-like strategic games. The games were also remarkable for depth of free multiplayer support, intense and continuing fan activity on the web (including a wide range of fan-created mods), and simultaneous Macintosh and Windows development and release.
Release dates
GameplayGeneralPlayers control armies made up of diverse units, each with their own strengths, weaknesses, and abilities. If well played, a weak force can defeat a much more powerful force, and can even accomplish this with few or no casualties; a contrast to the "meat grinder" style of some strategy games. This is because of the emphasis placed on the tactical issues incorporated into gameplay such as a physically modeled environment, physically modeled unit interactions, and unit diversity reflecting a broad range of physically plausible actions and behaviors. These subtle gameplay features provide a game environment in which realistic battlefield interactions can and do occur, allowing the player to make decisions in which physical cause and effect can be expected and exploited. Myth employs a detailed and unusually realistic physics engine, which affects gameplay. Nearly all objects on the map, even the remains of a player’s dead units, are potential projectiles that can do damage if propelled by some force, particularly the forces of explosions. These moving objects react to the terrain and each other with nearly all expected physical behavior, including bouncing, rolling, and crashing. Projectiles, including those fired by ranged units, have no guarantee of hitting any target; they are merely propelled in the directions instructed by the physics engine, based on the actions of the players. Arrows may miss their targets due to a randomly small degree of simulated aiming error that becomes significant at long range; or the target may simply move out of the way if the arrow’s flight time is particularly long. This aiming error, or the effects of wind, may cause the arrow to hit the attacker’s own melee unit instead, causing the same amount of damage. Formations of units are tactically important in Myth because individual units occupy physical space, and thus no two units can occupy or cross the same physical space at the same time; when placed together in formation, units can provide an effective defensive front, block an enemy force’s escape route, or exploit bad positioning of an enemy force by surrounding it. This is in contrast to RTS games of its time, in which many units could be maneuvered into occupying the same physical space, or even sneak past an enemy position without significant damage by simply not engaging. In order for an army in Myth to be effective, it has to be facing the right direction, with units for attack and defense in their relevant places. Because of Myth’s physics based approach, flanking maneuvers can be highly damaging; only the enemy units physically capable of fending off the player’s flanking army will do any damage, and the enemy will have to reorient while under fire in order to fight effectively. Since healing is a rare ability, units do not regenerate health, and there is no way to construct new units, hit and run skirmishes are effective and unit conservation is essential. In light of this, each point of damage can be significant. The physically modeled projectiles in Myth do not distinguish between friend or foe; since projectiles are not guaranteed to hit the intended target, friendly fire frequently becomes a primary concern. For this reason, it is unwise for a player to order his ranged units to fire into a melee in which his own units are engaged, without exceptionally good positioning or a concern that outweighs the risk of damaging his own forces. In order for ranged units to fire without inflicting damage or casualties to a player’s own army, ranged units must either have a clear line of sight such as by being in front of the army, or a position sufficiently far enough behind the army that arcing projectiles may safely fly over the heads of friendly units. Ranged units are frequently slower than melee units (to prevent exploitation of the advantages of ranged fire), and so usually require defending units at hand and an adequate path of retreat. Ranged units are often best used by deploying them in front of melee forces for maximum range and to draw out the opponent. If the ranged units are then rushed by melee units, it is wise to then either retreat the archers behind defending melee units, or to advance the melee units in front of the archers. Repeating this tactic can stymie an opponent; while the opponent tries to determine a course of action that will give him an advantage, his forces can be whittled down by the ranged fire. Terrain and environmental factors are also important. Rain or standing water will put out some fire or explosive based attacks. Archers on the high ground will have an advantage, because they can shoot farther than those on level ground. Archers will also be less effective in a strong wind. Unusual for a strategy game, most units will flinch when damaged, interrupting actions such as movement and attacks. This has many strategic implications: for example, if two or three melee units gang up to attack one enemy melee unit, it will likely be too busy flinching to have the chance to attack or escape. Each unit has a name and gains individual experience for each kill it makes or battle it survives. Experience may increase attack rate and accuracy, and decrease damage received in combat. All else being equal, an experienced army will destroy a comparable force of fresh units (see subsequent Note). The reason for this lies in the flinching behavior. Consider a rookie warrior and an experienced warrior fighting. Both attacks deliver the same amount of damage; both defenses defend the same amount of damage. The experienced warrior will slaughter the rookie warrior, however, because the experienced warrior can preempt the rookie warrior's attack. The inexperienced warrior will start to swing as the experienced warrior will be completing his swing, and will be struck; when struck, the inexperienced warrior will flinch, and flinching will interrupt his attack. Depending on the level of experience, an experienced warrior can completely mow-down an inexperienced unit not because of an increase in damage-per-blow nor defense-per-blow but a higher frequency of uninterrupted blows, which themselves interrupt the inexperienced unit's attacks. Limbs and heads of dead units can bounce around the terrain, fly into the air from explosives, and roll down hills trailing blood. Weapons also fall from dead units' hands. Although most units cannot pick up new weapons, objects can go flying from explosions further damaging units they strike. Although a flying sword will not do terrible damage, if propelled by an explosion it can be a deadly object. Blood permanently stains the terrain and bodies do not decay. This blood-ground-smear gives battles in Myth a gritty, gory, unsanitized feel. The events of battles can be deduced from battlefield detritus, which is important in multiplayer free-for-all games (see subsequent Note) and some single-player missions. (Note: In multiplayer games, your view of the other players' units is limited to the proximity of those units to your own. However, the blood-ground-smear is a method of telling where battles have been fought or where they are being fought, regardless to actually seeing the units fighting those battles.) MultiplayerIn multiplayer, the player starts with an army and may usually customize it by trading units, using point values that approximate the value of the units. Proper selection of units is an enormous strategy itself, given the goal of each multi-player game. For example: if the goal of the game is to stand guard a flag as long as possible (as it is with King of the Hill), customizing your army with only ranged units would not be wise because there would be no melee to guard the flag. Such considerations make Myth all the more realistic because of the constant amount of strategic choices. Games generally are either "free-for-all" or FFA, where each player has his own army and competes with everyone else, or "Team," where each army is controlled by a group of players with a captain who disperses units for his teammates to control. There are many different kinds of multiplayer games, ranging from simple "Body Count" to more complicated games involving flags, balls, or animals. The number and variety of multiplayer game types and multiplayer players are one reason why Myth has remained so popular online. For each game type, different strategies are employed.
SoloIn single player, the player starts with an army and must use it to accomplish specific goals, such as reaching a distant location, defending a hill or other strategic position, escorting an important unit through the mission, evading a superior force, destroying a bridge or breaching a wall, or anything that the story may require. Rarely, the player may control a small squad of heroes, exceptionally strong variants of standard units that either attack more quickly, more accurately, and/or possess a longer range of attack. The experienced units, in other words, are the Citius, Altius, Fortius (faster, higher, stronger) versions of standard units, while heroes are the citius, altius, fortius versions of experienced units. Single-player missions can be played cooperatively over the internet or on a LAN. In each level you are given a new fixed (non-trade-able) set of units, usually including experienced survivors from the previous scenario. UnitsWhat follows is a listing of unit types, divided into Light or Dark based on their nature. Light units get shields next to their name to denote kills, while Dark units get skulls. Light and Dark does not necessarily denote their alignment; sometimes in the campaign the player will control Dark units or face off against Light units. In multiplayer, this distinction is irrelevant, and a player almost always controls mixed armies of both types of units. "Light" and "Dark" have another meaning in multiplayer: Most maps have "Light" and "Dark" variants, where the Dark variant allows control of very powerful units. It's important to note the only difference between a "light" and "dark" map is the unit selection; the actual terrain of the maps are identical. For example: the map "I'll Dance on your Grave" and "I'll Dance on your Spiderweb" are completely identical in terrain, but the latter allows access to much stronger, more potent, more damage-inflicting units. As a result, very different strategies exist for each "light" and "dark" maps. The difference in gameplay between the two maps is so great that many players were often termed "dark mappers" or "light mappers" regarding with which unit types they worked best. Furthermore, a player could have an excellent "map strategy" for a dark map, but perform poorly on a the same light version map. The number in parenthesis below is the multiplayer point cost, which gives an idea of the relative value of the unit. For the sake of brevity, some uncommon units are not listed. The Light
Note: This feature of replacability of mandrake roots is similar to dwarven satchel charges, who have, depending on the dwarven unit type, a limit of 4 or 8 satchels, which can be replaced if the dwarf finds undetonated satchels around the map. Heron guards' roots can also be replaced. Unused archer flame arrows can only be found near the corpses of archers who did not use them in combat. This is the only way to replenish and archer's supply of flame arrows.
The Dark
Image:M3trow.jpg
Trow Iron Warriors from Myth III: The Wolf Age.
StorylineThe Myth series is set in a fantasy world that was inspired in many ways by Glen Cook's Black Company novels, as it is narrated via a common soldier's journal that tells the tale of life itself coming under attack by an undead horde and its masters, the Fallen Lords. Certain Lovecraftian themes also appear throughout, and there are numerous borrowings from Celtic mythology[1]. The Myth communityThe Myth community encompasses the fanbase of the Myth series of games. Members of this community are especially notable for performing extensive volunteer software development to update and maintain a commercial game over seven years after its initial release.[2] Since 2002, the game servers have also been donated. The Myth series of games (collectively: Myth: The Fallen Lords, Myth II: Soulblighter, and Myth III: The Wolf Age) are renowned for their open-ended and extensible gaming engines. As the latter two titles shipped with functioning editors, and the original was quickly reverse-engineered by third-party hackers, most notably by a player known as "pinoys", these games allowed fans to easily develop maps and scenarios for the game. During the years 1998-2001, widely considered the franchise's zenith, literally thousands of third-party creations were released on community-maintained sites. In addition, many tournaments were organized, most notable the annual Myth World Cup organised by various figures within the community. Myth development historyThe Myth games have a long and twisting history. Created by one company, bought by another, and finally supported and enhanced by the user community, the story of its 10 year development history (as of 2007) is an anomaly in an environment where the shelf life of most games is measured in months. The last official releases by Bungie Software for Myth: The Fallen Lords and Myth II: Soulblighter were in 2001. After Myth II was released, Take2 bought the rights to the Myth franchise from Bungie. Take2 released several Myth related titles including Myth Worlds (including 2 CDs of fan-created add-ons), Green Berets (conversion from medieval setting to a Vietnam era setting), and Myth 3: The Wolf Age. Myth 3: The Wolf Age was widely seen as an incomplete product rushed to market. This perception was supported by Take2's firing of the development team who created the game (MumboJumbo) before the game was officially released. The last official release was v1.0, though MumboJumbo released 2 patches to fix outstanding problems, the final one being v1.0.2. After Myth III was rushed into going gold, Take2 stopped all development and support for all three Myth games. A group of Myth fans who called themselves "Myth Developers" provided updates to the games when the games were neglected by the original developers. This group, and successor groups under other names, have continued to support and develop all three games without compensation. These groups have updated the software for the latest operating systems, fixed various bugs, and added various enhancements to both the games themselves and the mapmaking tools. These include combining the core software libraries of all three games, allowing Myth II to emulate Myth I. Third-party projects for Myth IIImage:Myth screenshot.jpg
A battle scene from Myth II: Soulblighter, taken from the Blue and Grey mod.
Due to the robust (and free) mapmaking tools released to the public by Bungie and additional tools created by fans - new maps, units, 3d objects, and other plugins were created for Myth II by the thousands. These projects converted Myth II from the medieval fantasy world of Myth to one of Feudal Japan, to a Lego world, to the US Civil War, to World War II, to various sci-fi inspired worlds, to the American Wild West, to a Tolkien inspired world, to one where giant mechanized robots battled, and many other projects Tournaments and Online ServersMyth II servers allow players to compete online. Bungie.net was the original Myth series server. The Myth: The Fallen Lords server closed in November 2001, and the Myth II: Soulblighter's server closed in March 2002. Bungie.net supported all versions of the first 2 Myth games. Shortly before Bungie.net went dark, some Myth fans reverse engineered the bungie.net game server and started their own server | mariusnet (named after one of the two developers, Marius. (the other being Connor)). A few months after bungie.net went down, Playmyth; a server based on the bungie.net server code which Bungie made available for free started up. PlayMyth was the most popular server and community hub until 2007 when it was shut down. Current Myth Game Servers
While players on multiple servers make counting the community size hard, some details are available. A good way of measuring changes to the size of the community over time is by looking at participation in large yearly tournaments which involve a large % of the Myth community. The 2007 Myth World Cup most recently fielded 24 teams, down from a historic high of 96. Additionally, at its multi-player online peak, when the online community still operated from Bungie.net, 10-20 of the online rooms would be full, each containing anywhere from 1-30+ players. Currently, the third-party servers have only a few rooms containing players, generally considerably less than 100 players online at any given point in time. Community HubsThe Tain, is a slick full-featured Myth file download site, containing maps and plugins and other files of interest to players and mapmakers. Project Magma's forums are one of the most popular community gathering sites for map-makers and players. Mariusnet's new site is a merger of the original mariusnet site with the mythforums site. It is still fairly new (Fall 2007) but with it's forums, news, player and order stats, large file download repository, and status as the home of the only remaining myth game server, mariusnet is the most important Myth community site. During tournament season (summer), the Myth World Cup forums are also a popular place for Mythers to hang out (for the most recent MWC site see Myth World Cup 2007). The Galleria Mythica is a collection of photos and profiles of over 300 former and current Myth players. Historical SitesThe PlayMyth game server site, with its forums and downloads, was the most popular Myth community site for several years after Bungie.net and The Mill closed. For many years during and after Bungie.net's existence, The Mill (a large Myth related file repository with forums) was the place to go for news, discussions and the latest maps or plugins for all three of the Myth games. Post-Bungie MythDevelopment of the Myth Series was halted by Bungie, but fan groups have been given access to the source code and have taken it upon themselves to keep the series up to date. Also, after a long period of slow decline in membership, Bungie.net shut down its Myth servers. Bungie.net went down in 2001, and Bungie.net II in February 2002. Fortunately for players, multiplayer for the game was continued through such fan-based public servers as MariusNet and Playmyth.net. Such servers are maintained by volunteers and funded by donations from the players. Players should visit the links below to get updates and demos of the games for Windows, Mac OS and Mac OS X. Myth II was ported to Linux by Loki Studios, but only to update 1.3.1, and is not compatible with current versions of Myth II.
On March 22, 2007, Myth II: Soulblighter version 1.5.1c and Myth III: The Wolf Age version 1.1 were made available on GameTap. Players can connect to fan-run multiplayer servers but cannot patch the game or add any custom content, which may limit the number of people they are able to connect to. AwardsThe first of the Myth series, The Fallen Lords was very acclaimed for its time, Myth II followed with larger sale success and popularity. Myth: The Fallen Lords, 1997
Myth World CupMyth World Cup is an annual online, double-elimination, 2-team tournament. "TFL98: Myth World Cup" was the first incarnation, played on Myth TFL. All MWCs since have been played on Myth II. A large community rallying point, MWC tournaments gather the most teams, have the most active forums, and are known for their funny articles and reviews. Myth II installer bugThe original version of the Myth II: Soulblighter contained a serious bug which reached customers who had pre-ordered the game. The bug was that the CD contained an uninstaller which would remove Myth from a computer by deleting the directory in which it had been installed. If the user had overridden the default and installed Myth to the root level of his hard drive, the uninstaller would delete the entire contents of the user's hard drive. This bug was caught after Myth II CDs had been sent out and also duplicated and boxed to ship to stores. Bungie employees went to the factory, tore open the boxes, and replaced the faulty CDs with new CDs on which the uninstaller bug had been fixed. They also mailed out new CDs to those users who had pre-ordered from the company and had received their (buggy) CD free of charge. It is said that the costs incurred from this were roughly equal to the profits the game earned.[citation needed] Penny-Arcade Comic - this was one of the more widespread cultural references to Myth. Unlike most others it went beyond the Bungie community (which was firmly rooted in Myth community itself to begin with). Graphics renderingMyth: The Fallen Lords originally supported both software rendering and 3Dfx Glide hardware-acceleration upon its release. A final v1.3 upgrade patch added support for RRedline, the native rendering API of the Rendition Verite line of graphic cards. With Myth II, Bungie introduced larger screen resolutions and Direct3D (Windows) & RAVE (MacOS) rendering. Thanks to volunteers, an unofficial v1.5 patch has been created which adds OpenGL support, thus allowing modern GPUs to run the game in hardware-mode. External links
es:Myth fr:Myth (jeu vidéo) it:Myth: The Fallen Lords pl:Myth pt:Myth (jogo de computador) sv:Myth | ||||||||||||||||


