Development The Fallen Lords conceived of
Myth as an alternative to
Bungie developing another
first-person shooter.
Myth: The Fallen Lords was originally conceived by
Jason Jones as
Bungie was nearing the end of development of
Marathon Infinity in late 1995. They had planned to do another
first-person shooter as their next game. However, when Jones saw the first screenshots from
id Software's
Quake, he became concerned that Bungie's new game would be too similar. As such, he approached his colleagues with the question: "What do you think about having this world with 100 guys fighting 100 other guys in
3D?" The team agreed their new shooter was developing along lines too similar to
Quake, and, as such, they abandoned the project, and switched focus to what ultimately became
Myth. He was also eager to differentiate the game from standard RTS games: Once they had decided on the basic
game mechanics, which ultimately became known as "
real-time tactics", they drew up a list of elements they wanted to avoid (RTS
clichés, references to
Middle-earth, allusions to the
Arthurian legend, any narrative involving "little boys coming of age and saving the world") and those they wanted to incorporate ("any ideas that contributed to the visual realism of the game", such as a 3D landscape,
polygonal buildings,
particle-based weather, and battlefields littered with body parts). They were also determined to include a robust
online multiplayer mode as a key gameplay feature. with which they had been unhappy, and they were determined
The Fallen Lords be a genuine
cross-platform release. As such, 90% of the game's
source code was platform-independent, with 5% written for Windows
subroutines and 5% for Mac-specific functionality. All of the game's data was stored in platform-independent data files called "tags", which were automatically
byte-swapped when necessary and accessed via a cross-platform
file manager. To bring the 3D environment and the 2D characters together, the team developed four separate
programming tools: "Tag Editor" (edited the
constants in the cross-platform data files), "Extractor" (handled the 2D sprites and the sequencing of their
animations), "Loathing" (the
map editor), and "Fear" (dealt with the 3D polygonal
models such as houses, pillars, and walls). Soon after it was released, Bungie released a v1.1 upgrade
patch, which added support for
Rendition's
Redline, and 3dfx's
Voodoo Rush. One of Bungie's main goals with the sequel was to include gameplay aspects and game mechanics which they had wanted to feature in
The Fallen Lords, but had been unable to implement due to time constraints. In terms of the game's graphics, as with
The Fallen Lords, each level in
Soulblighter is constructed on a
polygonal mesh. However, the mesh used in the sequel is four times finer than in the original, and hence the graphics are more detailed and smoother. Like the first game, although the game world itself is fully 3D, the characters populating each level are 2D sprites. The sprites in
Soulblighter have many more frames of animation than those in
The Fallen Lords, and so move more smoothly. Explaining why the team stuck with the concept of using 2D sprites in a 3D terrain,
producer Tuncer Deniz stated:
Soulblighter originally supported software rendering, all 3dfx and Rendition
GPUs, and any
graphics cards that supported
Direct3D for Windows and
QuickDraw 3D for Mac. The game also supported
3D audio, specifically
Aureal Semiconductor's
A3D and
Creative Labs'
EAX. set
total conversion of
Soulblighter, created by the community using the Fear and Loathing tools. When
Soulblighter was released, Bungie included the "Fear" and "Loathing" programming tools, which allowed players to create new units and maps. Bungie themselves strongly encouraged the creativity of their fan base in using these tools. For example, in April 1999, they issued a press release regarding the
World War II total conversion,
Myth II: Recon, saying: "This kind of
plug-in was exactly what the
Myth II tools were intended to inspire, and is an excellent sign that
Myth mapmakers are taking this game world in fascinating new directions."
The Wolf Age In 1999, Bungie sold 19.9% of their
shares to
Take-Two Interactive. In June 2000, Bungie was purchased outright by
Microsoft, with Take-Two acquiring the
Oni and
Myth intellectual properties.
Myth III: The Wolf Age was announced by Take-Two subsidiary
Gathering of Developers in January 2001, when they revealed
MumboJumbo were developing the game for Windows and Mac OS.
The Wolf Age would be MumboJumbo's first game. Addressing the issue of remaining faithful to the two previous games whilst still introducing new elements to the franchise, MumboJumbo president Mark Dochtermann explained the developers did not intend to reinvent the series' basic gameplay, although they were keen to try out new things: "There's a lot left to explore in the
Myth franchise even before we go in a somewhat different route. Although, we are taking a [new] route in terms of adding 3D acceleration, 3D models, and doing stuff with the terrain engine and physics that are still way beyond what the other RTS games are doing right now." Similarly, producer and lead designer Scott Campbell stated: "We intend to pay respect to
Myth and its fans. We don't care to change the whole appeal of the game just so we can call it ours." With this in mind, MumboJumbo hired three members of
Soulblighters modding community to work on the game. character models in a 3D terrain. In contrast, the previous games in the series used
2D sprites in 3D terrains. Although
The Wolf Age was built using
Soulblighter source code, the developers made significant changes, the single biggest of which was that everything in
The Wolf Age is rendered in
OpenGL 3D, including the characters and all environmental objects.
The Wolf Age was the first
Myth game to feature fully 3D characters, rather than 2D sprites in a 3D environment. completing a development cycle of only ten months, a relatively fast time to develop a major video game. On November 16, lead programmer Andrew Meggs posted on Mythvillage.org that the entire
Myth III PC team had been laid off by MumboJumbo the same day the game had been released, November 2. In a post titled "Some ugly, but honest truths", Meggs wrote: Meggs explained the team knew there were problems with the Windows version of the game that needed addressing, but, as they had been fired, they were unable to do so. He stated they had been working on a patch to fix many of these problems when they were let go, and he was unsure if this patch would be released. He also acknowledged that many of the criticisms regarding
bugs in the game would be addressed by the patch. Three days later, MumboJumbo denied the
Myth III team had been laid off, saying all staff members had been invited to work in the Dallas office. They also announced the patch Meggs had spoken of would be released within the week. On December 19, Mark Dochtermann promised the patch would be released before Christmas, along with Vengeance, which had not been shipped with the game. The patch was never officially released by MumboJumbo.
End-of-support After Bungie released the
Total Codex bundle in 1999, which contained
The Fallen Lords v1.3,
Soulblighter v1.3, and the
Soulblighter expansion pack,
Myth II: Chimera, they ceased working to develop the game's source code, as Microsoft wanted them to concentrate on
Halo. The official Bungie
Myth servers were closed in February 2002.
Community-driven development Despite the official
end-of-life, the
Myth series continued to have an active online fanbase, particularly
Soulblighter. The first organised group of programmers, artists, and coders from the game's community was known as MythDevelopers, who requested and were granted access to the
source code so as to continue its development. With the permission of Take-Two, Bungie released their entire archive of
Myth-related materials to MythDevelopers, including the source code, artwork, all creative files (such as maps, 3D models, scripts, etc.), and documentation, over 80
gigabytes of material. and FlyingFlip Studios for
The Wolf Age. Magma's final patch for
The Fallen Lords was v1.5, released in 2005, which added support for
OpenGL 1.3 for both PC and Mac. FlyingFlip's final patch for
The Wolf Age was v1.3, released in 2004, which introduced multiple gameplay and stability improvements, as well as bug fixes, and performance enhancements. FlyingFlip disbanded in 2007.
Soulblighter received considerably more attention from the modding community than either
The Fallen Lords or
The Wolf Age. Between 2003 and 2013, Project Magma released multiple major patches, each of which included fixes for bugs, graphical problems, gameplay problems, and interface issues, as well as improve the Fear and Loathing tools and the online multiplayer mode. However, each patch also tended to feature one or more "major" enhancement. For example, v1.3.2, developed in association with MythDevelopers in 2003, allowed
Soulblighter to run natively under
OS X. Also developed in association with MythDevelopers in 2003 was v1.4, which introduced OpenGL support for the OS X version and allowed the player to play
Soulblighter with
Fallen Lords style gameplay (dubbed v
TFL). In 2004, Magma released their first standalone patch, v1.5, which was originally intended as a minor clean-up patch for some of the problems introduced in v1.4. and added several new game modes to multiplayer gaming, improved the usage of
CPU resources, added a new texture decompression code which loads sprite frames twice as fast as before, enhanced both the texture mapping and the
pixel shader, and included (for the first time in a Magma patch)
Linux-specific improvements. In May 2023, an archive said to be the largest historic collection of Myth items was placed on the
Internet Archive. At well over 1,200 Myth maps, the source centers on 3rd party versions of solo, network, and scenario entries between the initial November 1997 Myth release through early 2023.
Community servers Prior to disbanding, MythDevelopers created and operated PlayMyth.net, the most popular online
Myth server after the official servers were taken offline. Although built using the
Soulblighter server, PlayMyth could also run both
The Fallen Lords and
The Wolf Age, which was developed by MumboJumbo using a network gameplay system designed to run on
GameSpy rather than Bungie. MariusNet had been online since just prior to Bungie's
Myth servers going offline, and was officially approved by Bungie. The original impetus behind the project was as a temporary replacement for
Myth players in case the original servers were shut down, which had been rumored for some time. The Bungie servers had not supported
The Fallen Lords since November 2001, and the community believed the servers would soon close for
Soulblighter as well. GateofStorms, which was created by Project Magma ==Reception==