Majesty: The Fantasy Kingdom Sim

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Majesty: The Fantasy Kingdom Sim
Basic Information
Video Game
Cyberlore Studios
Infogrames, Linux Game Publishing, MacPlay, MicroProse
Real-time Strategy
Keyboard, mouse
Microsoft Windows, GNU/Linux and Mac OS
Retail Features
Majesty: The Fantasy Kingdom Sim
Main Credits
Jim DuBois
CanadaUnited StatesMexico North American Release Date(s)
Awards | Changelog | Cheats | Codes
Codex | Compatibility | Covers | Credits | DLC | Help
Localization | Manifest | Modding | Patches | Ratings
Reviews | Screenshots | Soundtrack
Videos | Walkthrough
GOG | In-Game | Origin | PlayStation Trophies | Retro
Steam | Xbox Live

Majesty: The Fantasy Kingdom Sim is a real-time strategy game developed by Cyberlore Studios and published by MicroProse for Microsoft Windows in March 2000. MacPlay released a Mac OS port in December, 2000. Infogrames released the expansion pack Majesty: The Northern Expansion for Windows in March 2001, and Majesty Gold Edition, a compilation for Windows bundling Majesty and The Northern Expansion, in January 2002. Linux Game Publishing released a Linux port of Majesty Gold Edition in April 2003.

Overview[edit | edit source]

Majesty is a simulation in that it is designed to implement a clichéd fantasy role-playing game world in another genre entirely. As such the setting, Ardania, features city sewers infested with giant rats, landscapes dotted with ancient evil castles, and soldiers helpless against anything bigger than a goblin. As Sovereign, the player must rely on hiring bands of wandering heroes in order to get anything done.

The game has nineteen single player scenarios but no overarching plotline. The Northern Expansion adds new unit abilities, buildings, monsters, and 12 new single player scenarios. Freestyle (sandbox) play and multiplayer are also available.

Gameplay[edit | edit source]

The henchmen are free non-hero characters that are nonetheless essential to maintaining the realm. Peasants construct and repair buildings. Tax collectors collect gold from guilds and houses to finance the realm. Guards provide defense against monsters. Caravans travel from trading posts to the marketplace, where they deliver gold based on the distance they traveled.

Each scenario (or quest) has a unique map. Even if the player chooses the same quest twice, it will have a map that, while retaining the general terrain of the region, is totally different. The map is initially shrouded in blackness, but all activity in explored areas can be viewed no matter how far away from a building or character it is, with no fog of war.

In certain quest scenarios, the player also has the ability to interact with other kingdoms. This mainly includes the use of a kingdoms services by the heroes of a foreign faction, although in certain cases, the player may choose to attack the foreign faction. In other, rarer instances, heroes may even switch sides between kingdoms in the event that their guild has been destroyed and their native kingdom can no longer offer them hospitality.

Buildings[edit | edit source]

Base-building is comparable to other real-time strategy games of the period, but units are autonomous, a feature usually associated with construction and management simulation games, and possess attributes borrowed from RPGs. The Sovereign's actions are limited to constructing and enhancing buildings, using building abilities and spells, hiring heroes, and offering rewards.

The basic building is the palace, and its loss means the loss of the game. Guilds and temples can be used to summon and house heroes (typically four per building), almost all other ones offer equipment or services (inns, royal gardens, etc.). Some guilds and temples may not co exist, and some buildings require certain buildings before they are available for construction.

The system of heroes in Majesty is similar to most other sim games. These heroes are not under the direct control of the player, but they can be influenced by reward flags to perform certain tasks, such as slaying a particularly troublesome monster or exploring an unknown area of the map. However, their cooperation is not guaranteed even then. Heroes have free will, though some classes are more inclined to certain actions than other. (For example, a paladin is more likely to attack a dangerous monster than a rogue.)

Each hero has different favored behaviors as well. For example, paladins often choose to raid lairs, while rogues will steal, and elves will perform at inns. Furthermore, rewards influence heroes differently. Rogues will be the first to make an attempt at the rewards, followed soon after by elves or dwarves.

The powers and abilities of the heroes also move in a rock-paper-scissors format. Some monsters are especially weak against ranged attacks, while strong against melee or magic. Other monsters are especially strong against melee and ranged attacks, and magic makes killing them much easier. It is important to plan ahead and be able to defend your kingdom against different types of monsters, exploiting their weaknesses.

Individual heroes gain experience points and level up as they would if they were characters in a role-playing game. Other hero attributes borrowed from role-playing games include ability scores and inventories. Though all heroes in a class share the same in-game sprite and portrait, they all have individual names, have unique stats, and varied levels.

Reception[edit | edit source]

Majesty was generally well received by the gaming press, with many reviews commenting positively on its unique combination of elements from different genres.[1] The games Linux port was also well received, with gamers giving it four stars and numerous positive comments on The Linux Game Tome,[2] as well as numerous positive comments at LinuxGames.[3]

The game was reviewed in 2000 in Dragon #269 by Johnny L. Wilson in the "Silycon Sorcery" column. Wilson sums up the game: "Majesty offers a very different feeling than the average strategy or roleplaying game in a fantasy world. It is similar to being a Dungeon Master or playing a simplified version of Birthright."[4]

Sequel[edit | edit source]

Cyberlore Studios planned a sequel, Majesty Legends, but it was never officially released.[5] The developer cited the lack of a publisher as the reason. In July 2007, Paradox Interactive acquired the intellectual property for Majesty [6] and released a sequel, Majesty 2: The Fantasy Kingdom Sim, on September 18, 2009.

Notes[edit | edit source]

References[edit | edit source]

  • Majesty: Gold Edition Manual. New York, NY.: Infogrames Interactive, Inc.. 2002. 

External Links[edit | edit source]