

Vampirism, and Werewolf (one of its many spinoffs), are some of the more memorable custom maps. Rather, it’s the potential revival of one of the most interesting and creative indie RPG scenes in recent years. With open RPGs, it is not the revival of any particular example that excites me. A system was also put in place to imitate FFT’s job-unlocking system, requiring you to have reached certain levels in a number of specific jobs before being able to unlock each advanced job. In one custom map, an homage to Final Fantasy Tactics (FFT), the ability to switch ‘jobs’ meant that your hero was really several in one. While WC3 did of course come with heroes who had stats, experience, and unlockable abilities as standard, custom map makers didn’t rest on their laurels. (See: This is what it would look like if Dota 2 became Hearthstone) These maps ranged from linear, story-based experiences that could often be played solo, offline, to huge sprawling open-world adventures where venturing into dangerous lands too early would spell doom for the players.

While never as popular as the competitive games, open RPGs were some of the most creative uses of the WC3 engine. Not one title, but an entire genre of custom map.
