Margonem: Reference to the classics
I suppose that everyone has been sleeping MMORPG players, at least once heard of Tibia. The legendary two-dimensional world with an isometric view, the reason for dozens of ones in schools and many more conflict with parents. Ladies and Gentlemen, here I proudly present our counterpart: Margonem!
The Challenge at Hand Margonem is an MMORPG created via the WWW by a group of students from Silesian University of Technology in 2006. Initially a non-commercial project, it has since been taken over by Garmory Studio, but remains free to play with a micropayment system in place. The game boasts a vast, well-designed world divided into different areas, where players are free to explore and complete tasks. However, the further players venture from their starting location, the tougher the monsters become, which makes gameplay more challenging. The creators have taken great care to remind players of this fact through dialogues and tutorials.
Gameplay includes exploration, completing tasks, acquiring equipment, battling monsters, and engaging in duels with other players or clans. Unfortunately, despite the amount of work put into Margonem, the game falls short of expectations. Navigation, in particular, is a major issue. Finding the task location often proves to be the most challenging aspect of the mission. This difficulty doesn't bring satisfaction, but rather frustration. Although there is an option to track the task, it doesn't always work, leaving players to fend for themselves. The map of the area is unreadable and unhelpful, as it doesn't show the marked points for the target tasks or NPC-kóin from which players can receive new tasks. As a result, players are often left wandering around aimlessly, hoping to stumble upon the next task or NPC.
Receiving Missions: Obtaining tasks in Margonem requires trudging through copious amounts of text that can be daunting to read. It's often necessary to read through this text to understand the objective of a given mission. The game seems to prioritize participation in a legendary story where players are the main heroes. While this approach would delight fans of a well-developed storyline, the execution must be consistent and decent. Dialogue from non-player characters such as "Your knight, sell me your item" is not an adequate substitute.
Climate: The lack of atmosphere in Margonem is a major issue. While old-school trends can be fascinating, climate is the foundation of any game and requires no significant financial investment. Margonem seems to be an MMORPG simulator or an abbreviated beta version showcasing gameplay mechanics without any unique qualities that differentiate it from other games. An epic game that the author hasn't committed to writing in any particular style is the result.
Why it's Detrimental: Margonem was created by a student at the Polytechnic in 2006, nine years after Tibia's release. The game's creators were likely fans of Tibia, and consciously or subconsciously, they attempted to recreate it according to their vision, which did not quite pan out. Margonem has untapped potential, but it is harmful to the gaming community due to the audiences it attracts. The game's simplicity and easy access appeal primarily to younger audiences who create their own stories for their characters. Margonem is not a sandbox game that fosters creativity; rather, its mechanics are limiting and do not encourage players to think outside the box. Playing Margonem is akin to giving a child blocks with only one possible connection each, creating a structure that cannot be replicated elsewhere. While young creative individuals will find ways to enjoy it, they will not likely remain interested in it for long.