Majesty: The Fantasy Kingdom Sim is one of my favorite video games. Years after the release of its northern expansion, it had a sequel, Majesty 2, produced by a different studio. The fandom did not like it very much. They claimed it had lost all the charm of the original. The specific complaints were both dumb and over-exaggerated (“they cut gnomes!” So what? They may have been a fun idea, but mechanically they were a trap option useful only in bizarre edge cases), but the general criticism is valid: Majesty 2 has shifted focus considerably from the original, and is more about irritating micromanagement of your heroes than it is about managing your economy.
In the original Majesty, you could build an unlimited number of marketplaces and trading posts, with the only restriction being that their costs rose sharply for each additional one constructed. In many quests, the ultimate goal is to survive long enough to get three marketplaces to level 3, at which point you are bringing in such a ludicrous amount of gold that your economy can power through virtually any opposition.
In Majesty 2, you are limited to a single marketplace and can only build trading posts on pre-designated spots. There’s a hard limit on how powerful your economy can grow, and it’s much more important to have huge hero hordes early on, so rather than balancing early defense and the foundations of an economy as in Majesty 1, in Majesty 2 you really just need to make sure you set aside enough gold for your marketplace from your starting pile while all the rest goes towards hero guilds. Once you’ve got your marketplace up and running, that income is mostly going to be recycled into more hero guilds and resurrecting dead heroes from graveyards.
Economy is less important, but unit management takes up the extra slack (once you get out of the interminable tutorial phase where you can build so few buildings that the game is largely spent staring at a screen waiting for your heroes to get on with it – the original Majesty had this same problem in its early levels). In the original Majesty, a single copy of each guild was more than sufficient to tame the wilderness, but in Majesty 2 even simple quests will demand 2 or 3 warriors’ guilds. Not only do you need to build more guilds, you also need to use the attack, explore, and welcome new additions of defend and fear flags to direct hero movement considerably more. Rangers will make some limited explorations of their own initiative, but explore flags are necessary to get them to locate dungeons for your warriors to raid. The game is less about setting up a town, bringing in some heroes, and letting them do their thing, with quest rewards being used only sporadically to prioritize their attention, and more about using reward flags to direct your heroes towards each and every goal you need accomplished like a less responsive version of StarCraft. The hands-off hero control is Majesty’s whole thing, that’s what makes you feel like you’re running the town in a fantasy RPG rather than playing some WarCraft knock-off fantasy RTS.
The game also leans a bit too heavily on the satire. The heroes, royal adviser, and other good guys come across less like genuine heroes who have some funny human foibles and more like selfish (albeit charming) cowards who pretend at heroism. It’s a not-bad imitation of the original game’s style, but it leans too heavily on the things that made Majesty stand out from the stock medieval fantasy setting, which led to it drowning out some of the important qualities of the stock medieval fantasy setting that the satirical elements relied on to function. Majesty 1 was charming because it was simultaneously very aware that they were the umpteenth video game to use this setting but nevertheless playing it mostly straight. Majesty 2 treats its setting a bit too much like a joke, though thankfully not to an extreme. It never gets hard to take the setting seriously at all, but it does frequently feel like your accomplishments are being trivialized a bit when the adviser implies that the heroic deeds you’re accomplishing are so much propaganda papered over a naked power grab.
Majesty 2 might not compare favorably to its predecessor, but it is ultimately still a fun game. Once I’ve finished playing all the content in Majesty 1, I can either play plot-free random maps forever, replay the exact same content over and over again, or I can play Majesty 2, and of those options, playing Majesty 2 is easily the most appealing.
2 thoughts on “Majesty 1 vs. Majesty 2”
Agreed, the gameplay is much more directed and hands-on, and the writing is much more tongue-in-cheek. All that said, I’m a sucker for pretty graphics, and there M2 is a big improvement over M1.
It might just be nostalgia talking, but I actually like Majesty 1’s graphics better. Partly it’s the whole style. Majesty 1 looks like someone did a really good job (compared to its source material, at least) of bringing late-stage AD&D’s aesthetic to life, while Majesty 2 looks like someone is aping the look of World of WarCraft. Despite being an absolute improvement over Majesty 1, Majesty 2 looks like a knock-off of another video game, whereas Majesty 1 looks like illustrations brought to life. It definitely helps that I tend to play zoomed out to maximize situational awareness, though, and even at that distance the Majesty 1 animations are definitely janky, with their, like, five frames per second.