The Making of Heroes Of Might And Magic II
Turn-based strategy games rarely grab the headlines in the history of gaming. But for Jon Van Caneghem and Mark Caldwell, a love of chess and board games led to one of the genre’s best titles, the acclaimed Heroes of Might and Magic II
Words by Faith Johnson
Heroes Of Might And Magic II stands proud as one of the key PC games of the Nineties strategy boom. It has its roots in a less well-known game, King’s Bounty, released six years earlier by New World Computing. “Heroes was born from King’s Bounty and King’s Bounty was born from wanting to make a Star Trek game,” Mark Caldwell explains, “at the time, Gulf And Western owned Star Trek and was already making Star Trek books, games and trinkets, so they wouldn’t give us a licence. But we knew Task Force Games had made a Star Fleet Battles board game based on Star Trek. We thought we could licence that, and while they were interested, it turned out to be cheaper to buy the entire company.”
After Mark and Jon Van Caneghem bought Task Force Games, both a board game and videogame of King’s Bounty was released. Jon remembers that, “King’s Bounty was my first attempt to make a strategy game and we got a lot of praise for it. When making games in those days, we had no idea if we’d make enough money to be able to make the next game. So after the success, it was obvious we were gonna make another one. And we took the fan feedback on everything they were asking for, which I think is very important in game development, especially making sequels.”
That sequel was titled Heroes Of Might And Magic and after winning numerous awards it was inevitable a follow-up would be made. “We weren’t making a sequel for the first time,” explains Mark. “So we did as we always did. Take ideas we couldn’t use, or didn’t have time to implement, in previous games and work them into the next one. Designing a computer game, at least at NWC, was always about iterating. Just start, get something working, then get feedback, and iterate.”
After the initial design process, Jon started work on Heroes II’s map editor. “I spent a lot of effort creating the editor so players could make their own scenarios. That was a must-have and what everyone was asking for. I had a very clunky tool during the development of the first Heroes, so I wanted to build Heroes II with the same editor that we were releasing to the fans. I worked on the editor first and actually used it for many of the maps and played the scenarios over and over to balance them. It was really a passion project with the amount of time I kept putting in adjusting all the maps and making new ones.”
In July 1996, Jon sold NWC to 3DO and this gave him more time to work on Heroes II instead of running a company. “I had sold the company to 3DO and that was a positive thing for me from a time perspective. I could focus on development since we were now part of a larger company that handled everything from payroll, the HR and offices. And I think I did some of my best work in that period. It really let me put those hours into designing all of the maps, testing all the different difficulty settings and making different challenges.”
Heroes II retained the original game’s art design but added higher resolution, greater colour depth and smoother animations that improved all areas of the graphics. “Art helps a game, but sometimes it also hurts it,” Mark explains. “Our users expected iteration, not revolution, as far as art style goes. We would oversee the process, but the style and quality came from the art director and artists, and since they remained from our previous games, so did the quality and style.”
Jon explains the decision to stick with the art style as, “Two parts, one was for speed of getting a game done. Going with the 2D art was faster as we already had the engine. And secondly, we already knew we had a fan base with Heroes, so we wanted to live up to it.” Interestingly, Jon remembers a discussion that almost led to Heroes II going 3D. “We actually did some experimenting with 3D characters using a 3D engine. At the time, there were software renders for 3D and not hardware, you had to have a high-end machine and there was a huge trade-off between the detail of the polygons versus the speed of the rendering. In an experiment we did, the creatures didn’t look very good due to low polygon counts. “You also have to think about your staff. My staff was full of 2D artists, and 3D was just coming along. So we didn’t have much experience building 3D assets. I felt we could get a much higher fidelity using bitmap art than we could with the state of 3D engines at the time. And I just viewed the town screens as an inspirational point, like, ‘Wow, look at my beautiful town in all its glory.’ If we had gone 3D it wouldn’t have looked anything like what it did. Because we were just using straight bitmaps it had that hand-drawn look and I have to give credit to the fantastic artists we had at the time.”
One of the fondest memories fans of Heroes II have is its soundtrack. The music was undertaken by Rob King and Paul Romero who composed a full orchestral score that included opera singers. Mark remembers the discussion on deciding to include classical opera. “Rob King was our sound master, it was his friendship with Paul Romero that suggested to me that we use classical music. Since I was trained in classical music, I was excited about the departure from the usual game music and gave it a green light. I’d no idea how much impact it would have, but it was a perfect match.”
Jon agrees and remembers that, “There was a lot of fun and vibrant discussions around the opera stuff. My internal audio producer Rob King was Paul’s partner and we just told them to go for it. And so, they came back and showed everyone in the studio and we had such debates about the opera. We even had to make two tracks in the UI by adding an option to turn off the opera for the player. But it was fantastic pieces of music and today is just as loved as the actual games themselves.”
Heroes II’s gameplay mimics the first game but features were built upon to improve the overall experience. Two new factions, the Wizard and Necromancer, added gameplay depth and the castles now had buildings that strengthen the player’s position during siege attacks. However, these additions caused problems with the game’s balance and Jon explains that, “We had a good formula with the first four factions and it was natural to add a couple of town types but we needed a lot of tweaking on the basic gameplay. My test department and I used to joke when I’d walk in there and they’re all playing the same strategy. I knew I had to fix the balance and the moment I came back into the test group they were then arguing about which strategy would win.”
It was this constant balancing, which was so important to the team, that led to the biggest improvement in Heroes II. The Hero characters could now acquire secondary skills that were varied and ranged from increasing movement to determining the Hero’s spell powers. Choosing between these abilities added a new role-playing feature as players considered which skills would serve them better. It was at this moment the core gameplay of Heroes began to evolve.
“Something we discovered in Heroes II,” Jon explains, “was a turning point for the whole series. Heroes was originally a pure strategy game that was meant to play and feel like chess. The idea of bringing RPG elements into it was never a plan in the first Heroes and it all happened in Heroes II. We ended up expanding the audience because we added a way to play it like an RPG instead of a pure strategy game. And that was fascinating to me, so we really ran with that.”
The magic system was also overhauled and the Heroes now had spell points that deplete as each spell is cast. This allowed players to be flexible in their approach to battle strategy and Jon explains that this wasn’t planned but grew during development. “It was a system that we just figured out as we went along, it was about making more gameplay and that’s something I’ve always enjoyed putting in my games.”
It wasn’t just the magic, Heroes or castles that were changed. The maps had many new additions and this meant Jon had to contend with further balancing issues. “We had to change how often some things showed up, and this is why the maps are so important in Heroes games,” he explains. “You know how much stuff is on the map, how far away it is from other stuff and so on. That created more balance than the actual bag of tricks the players had to use. And figuring that out was more important than the actual individual items being balanced against each other. We found that if you make the map fair, the balancing takes care of itself.”
Heroes II’s story centres on Lord Ironfist’s two sons, the good King Roland and his wouldbe usurper and brother, the bad Lord Archibald. It plays out across two campaigns with each following one brother as they battle for the throne. Mark remembers some of the story’s inspirations. “There is always an inspiration to be gained from everywhere, some came from popular TV shows like Star Trek since we’re big Trekkers, movies like Princess Bride, books, and various other ideas. Heroes was always an internal collaboration and everyone had a voice.”
Jon feels the story is something added after you made a great game. “The stories in my games are more background to me than the foreground, I tend to make a game and then add story. With the Heroes story, I had help from the team and we’d sit around talking about what makes sense for these characters. A lot of it came from stories from the Might And Magic RPG series but we tried to expand it so Heroes still had its own world, it had to stand on its own, regardless of any outside forces.”
Heroes II had online and local multiplayer options and Jon explains that he was hesitant about including this. “The online was a very tough call,” he admits. “We liked the idea of local multiplayer because we had seen it in earlier games. And that proved to be pretty fun, but as the internet started to grow, it was obvious that we needed to have it online. In fact, it was so problematic, that after Heroes II, going into III, there were debates around giving up turn-based and going to a realtime game because of online multiplayer.”
Many fans will be relieved this didn’t happen but according to Jon it nearly became a reality. “There was actually a point where we were on the edge of taking Heroes real-time instead of keeping it where it was, and it was because that’s where the gaming world was going with WarCraft and Command & Conquer. I worried that it would be detrimental and had to make the call and I said, ‘Let’s keep Heroes forever turn-based.’”
The pair is proud of what they achieved and have fond memories of the accolades Heroes II received. There is also a loyal fanbase that continuously makes new maps and modifications for others to enjoy. Mark says, “It felt great, but Might And Magic also won awards and we had several bookshelves with awards, some from official places, some from fans, some from distributors.” And on Heroes II’s longevity Mark feels that, “When you have a good game, time is no threat. We spent time to make it great, and time is letting us know it was time well spent.”
And Jon echoes Mark’s sentiments. “When I hear someone tell me how it affected them it’s a wonderful feeling. I love to share that praise back with the team because I couldn’t have done it without them. It actually feels better as time goes by in terms of how many people it’s influenced. So many other game developers too, I think that’s the most flattering part. It’s influenced so many people for so long and people are still playing many years later. Anytime I have a bad day I just go think about that.”
Pocket Monsters
Grand Battle Strategies on the Small Screen
You would think that developing a grand strategy game on the humble Game Boy Color would be difficult, but the 2000 port is decent and keeps most of the gameplay intact. Oddly, it uses creatures, factions and other features from Heroes III, so isn’t really Heroes II at all. To make matters worse, the first Game Boy Color title, simply titled Heroes, has more in common with Heroes II. The confusion with names aside, this mini version is surprisingly good and has everything from the battles, resource management, construction and exploration that is synonymous with the series as a whole.
The obvious difference is the presentation, the Game Boy Color struggles to recreate the beautiful artwork and expansive design of the PC original. That’s not to say it looks terrible, just basic and not well defined in places. The other big difference is the lack of a mouse and you have to constantly keep tapping the d-pad to move your cursor around the maps. The risk was that it would all be too much for a Game Boy to handle but both Heroes games do a great job in recreating the PC experience.
Price of Loyalty
All Great PC Games Get an Expansion
In May 1997, The Price Of Loyalty expansion was released with Cyberlore Studios undertaking development. It added four new campaign stories unconnected to the main quest, additional scenario maps as well as new artifacts and creatures. The expansion also added balancing features with the most notable being a new building in the Necromancer’s castle. The Shrine would amplify any Necromancer’s resurrection skill and turn it into a much more powerful faction. The number of skeletons created after each battle increased significantly and was an effective way to build an unstoppable army.
Moving the work out of NWC’s offices to another studio allowed the team to start work on Heroes III and Jon explains that, “Cyberlore were a very talented group who also loved Heroes. I don’t remember the details but we only had limited resources to start working on Heroes III. It was a way for us to expand our development capability by hiring Cyberlore to build the expansion. Those guys did a fantastic job and expanded on the RPG elements. They added all this depth and it just made a much bigger game for more players to enjoy and the net result is it grew the audience.”
Turn-based strategy games rarely grab the headlines in the history of gaming. But for Jon Van Caneghem and Mark Caldwell, a love of chess and board games led to one of the genre’s best titles, the acclaimed Heroes of Might and Magic II
Words by Faith Johnson
Heroes Of Might And Magic II stands proud as one of the key PC games of the Nineties strategy boom. It has its roots in a less well-known game, King’s Bounty, released six years earlier by New World Computing. “Heroes was born from King’s Bounty and King’s Bounty was born from wanting to make a Star Trek game,” Mark Caldwell explains, “at the time, Gulf And Western owned Star Trek and was already making Star Trek books, games and trinkets, so they wouldn’t give us a licence. But we knew Task Force Games had made a Star Fleet Battles board game based on Star Trek. We thought we could licence that, and while they were interested, it turned out to be cheaper to buy the entire company.”
After Mark and Jon Van Caneghem bought Task Force Games, both a board game and videogame of King’s Bounty was released. Jon remembers that, “King’s Bounty was my first attempt to make a strategy game and we got a lot of praise for it. When making games in those days, we had no idea if we’d make enough money to be able to make the next game. So after the success, it was obvious we were gonna make another one. And we took the fan feedback on everything they were asking for, which I think is very important in game development, especially making sequels.”
That sequel was titled Heroes Of Might And Magic and after winning numerous awards it was inevitable a follow-up would be made. “We weren’t making a sequel for the first time,” explains Mark. “So we did as we always did. Take ideas we couldn’t use, or didn’t have time to implement, in previous games and work them into the next one. Designing a computer game, at least at NWC, was always about iterating. Just start, get something working, then get feedback, and iterate.”
After the initial design process, Jon started work on Heroes II’s map editor. “I spent a lot of effort creating the editor so players could make their own scenarios. That was a must-have and what everyone was asking for. I had a very clunky tool during the development of the first Heroes, so I wanted to build Heroes II with the same editor that we were releasing to the fans. I worked on the editor first and actually used it for many of the maps and played the scenarios over and over to balance them. It was really a passion project with the amount of time I kept putting in adjusting all the maps and making new ones.”
In July 1996, Jon sold NWC to 3DO and this gave him more time to work on Heroes II instead of running a company. “I had sold the company to 3DO and that was a positive thing for me from a time perspective. I could focus on development since we were now part of a larger company that handled everything from payroll, the HR and offices. And I think I did some of my best work in that period. It really let me put those hours into designing all of the maps, testing all the different difficulty settings and making different challenges.”
Heroes II retained the original game’s art design but added higher resolution, greater colour depth and smoother animations that improved all areas of the graphics. “Art helps a game, but sometimes it also hurts it,” Mark explains. “Our users expected iteration, not revolution, as far as art style goes. We would oversee the process, but the style and quality came from the art director and artists, and since they remained from our previous games, so did the quality and style.”
Jon explains the decision to stick with the art style as, “Two parts, one was for speed of getting a game done. Going with the 2D art was faster as we already had the engine. And secondly, we already knew we had a fan base with Heroes, so we wanted to live up to it.” Interestingly, Jon remembers a discussion that almost led to Heroes II going 3D. “We actually did some experimenting with 3D characters using a 3D engine. At the time, there were software renders for 3D and not hardware, you had to have a high-end machine and there was a huge trade-off between the detail of the polygons versus the speed of the rendering. In an experiment we did, the creatures didn’t look very good due to low polygon counts. “You also have to think about your staff. My staff was full of 2D artists, and 3D was just coming along. So we didn’t have much experience building 3D assets. I felt we could get a much higher fidelity using bitmap art than we could with the state of 3D engines at the time. And I just viewed the town screens as an inspirational point, like, ‘Wow, look at my beautiful town in all its glory.’ If we had gone 3D it wouldn’t have looked anything like what it did. Because we were just using straight bitmaps it had that hand-drawn look and I have to give credit to the fantastic artists we had at the time.”
One of the fondest memories fans of Heroes II have is its soundtrack. The music was undertaken by Rob King and Paul Romero who composed a full orchestral score that included opera singers. Mark remembers the discussion on deciding to include classical opera. “Rob King was our sound master, it was his friendship with Paul Romero that suggested to me that we use classical music. Since I was trained in classical music, I was excited about the departure from the usual game music and gave it a green light. I’d no idea how much impact it would have, but it was a perfect match.”
Jon agrees and remembers that, “There was a lot of fun and vibrant discussions around the opera stuff. My internal audio producer Rob King was Paul’s partner and we just told them to go for it. And so, they came back and showed everyone in the studio and we had such debates about the opera. We even had to make two tracks in the UI by adding an option to turn off the opera for the player. But it was fantastic pieces of music and today is just as loved as the actual games themselves.”
Heroes II’s gameplay mimics the first game but features were built upon to improve the overall experience. Two new factions, the Wizard and Necromancer, added gameplay depth and the castles now had buildings that strengthen the player’s position during siege attacks. However, these additions caused problems with the game’s balance and Jon explains that, “We had a good formula with the first four factions and it was natural to add a couple of town types but we needed a lot of tweaking on the basic gameplay. My test department and I used to joke when I’d walk in there and they’re all playing the same strategy. I knew I had to fix the balance and the moment I came back into the test group they were then arguing about which strategy would win.”
It was this constant balancing, which was so important to the team, that led to the biggest improvement in Heroes II. The Hero characters could now acquire secondary skills that were varied and ranged from increasing movement to determining the Hero’s spell powers. Choosing between these abilities added a new role-playing feature as players considered which skills would serve them better. It was at this moment the core gameplay of Heroes began to evolve.
“Something we discovered in Heroes II,” Jon explains, “was a turning point for the whole series. Heroes was originally a pure strategy game that was meant to play and feel like chess. The idea of bringing RPG elements into it was never a plan in the first Heroes and it all happened in Heroes II. We ended up expanding the audience because we added a way to play it like an RPG instead of a pure strategy game. And that was fascinating to me, so we really ran with that.”
The magic system was also overhauled and the Heroes now had spell points that deplete as each spell is cast. This allowed players to be flexible in their approach to battle strategy and Jon explains that this wasn’t planned but grew during development. “It was a system that we just figured out as we went along, it was about making more gameplay and that’s something I’ve always enjoyed putting in my games.”
It wasn’t just the magic, Heroes or castles that were changed. The maps had many new additions and this meant Jon had to contend with further balancing issues. “We had to change how often some things showed up, and this is why the maps are so important in Heroes games,” he explains. “You know how much stuff is on the map, how far away it is from other stuff and so on. That created more balance than the actual bag of tricks the players had to use. And figuring that out was more important than the actual individual items being balanced against each other. We found that if you make the map fair, the balancing takes care of itself.”
Heroes II’s story centres on Lord Ironfist’s two sons, the good King Roland and his wouldbe usurper and brother, the bad Lord Archibald. It plays out across two campaigns with each following one brother as they battle for the throne. Mark remembers some of the story’s inspirations. “There is always an inspiration to be gained from everywhere, some came from popular TV shows like Star Trek since we’re big Trekkers, movies like Princess Bride, books, and various other ideas. Heroes was always an internal collaboration and everyone had a voice.”
Jon feels the story is something added after you made a great game. “The stories in my games are more background to me than the foreground, I tend to make a game and then add story. With the Heroes story, I had help from the team and we’d sit around talking about what makes sense for these characters. A lot of it came from stories from the Might And Magic RPG series but we tried to expand it so Heroes still had its own world, it had to stand on its own, regardless of any outside forces.”
Heroes II had online and local multiplayer options and Jon explains that he was hesitant about including this. “The online was a very tough call,” he admits. “We liked the idea of local multiplayer because we had seen it in earlier games. And that proved to be pretty fun, but as the internet started to grow, it was obvious that we needed to have it online. In fact, it was so problematic, that after Heroes II, going into III, there were debates around giving up turn-based and going to a realtime game because of online multiplayer.”
Many fans will be relieved this didn’t happen but according to Jon it nearly became a reality. “There was actually a point where we were on the edge of taking Heroes real-time instead of keeping it where it was, and it was because that’s where the gaming world was going with WarCraft and Command & Conquer. I worried that it would be detrimental and had to make the call and I said, ‘Let’s keep Heroes forever turn-based.’”
The pair is proud of what they achieved and have fond memories of the accolades Heroes II received. There is also a loyal fanbase that continuously makes new maps and modifications for others to enjoy. Mark says, “It felt great, but Might And Magic also won awards and we had several bookshelves with awards, some from official places, some from fans, some from distributors.” And on Heroes II’s longevity Mark feels that, “When you have a good game, time is no threat. We spent time to make it great, and time is letting us know it was time well spent.”
And Jon echoes Mark’s sentiments. “When I hear someone tell me how it affected them it’s a wonderful feeling. I love to share that praise back with the team because I couldn’t have done it without them. It actually feels better as time goes by in terms of how many people it’s influenced. So many other game developers too, I think that’s the most flattering part. It’s influenced so many people for so long and people are still playing many years later. Anytime I have a bad day I just go think about that.”
Pocket Monsters
Grand Battle Strategies on the Small Screen
You would think that developing a grand strategy game on the humble Game Boy Color would be difficult, but the 2000 port is decent and keeps most of the gameplay intact. Oddly, it uses creatures, factions and other features from Heroes III, so isn’t really Heroes II at all. To make matters worse, the first Game Boy Color title, simply titled Heroes, has more in common with Heroes II. The confusion with names aside, this mini version is surprisingly good and has everything from the battles, resource management, construction and exploration that is synonymous with the series as a whole.
The obvious difference is the presentation, the Game Boy Color struggles to recreate the beautiful artwork and expansive design of the PC original. That’s not to say it looks terrible, just basic and not well defined in places. The other big difference is the lack of a mouse and you have to constantly keep tapping the d-pad to move your cursor around the maps. The risk was that it would all be too much for a Game Boy to handle but both Heroes games do a great job in recreating the PC experience.
Price of Loyalty
All Great PC Games Get an Expansion
In May 1997, The Price Of Loyalty expansion was released with Cyberlore Studios undertaking development. It added four new campaign stories unconnected to the main quest, additional scenario maps as well as new artifacts and creatures. The expansion also added balancing features with the most notable being a new building in the Necromancer’s castle. The Shrine would amplify any Necromancer’s resurrection skill and turn it into a much more powerful faction. The number of skeletons created after each battle increased significantly and was an effective way to build an unstoppable army.
Moving the work out of NWC’s offices to another studio allowed the team to start work on Heroes III and Jon explains that, “Cyberlore were a very talented group who also loved Heroes. I don’t remember the details but we only had limited resources to start working on Heroes III. It was a way for us to expand our development capability by hiring Cyberlore to build the expansion. Those guys did a fantastic job and expanded on the RPG elements. They added all this depth and it just made a much bigger game for more players to enjoy and the net result is it grew the audience.”















