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Topic Subject: Scenario Design: Favourtie Scenarios
posted 08-22-05 07:58 PM EDT (US)   
Rather than pose a question for discussion this time around I thought we could discuss what our favourite scenarios for other games have been so far. This is not meant to be a thread to try to compile and tally the highest rated scenarios from the various Heavens, but rather a chance to share our experiences with some of the finer works that can be found here at Heavengames.

Name:Junta

Game: Empire Earth

Short Description: If you are looking for spies, Swiss bank accounts, corrupt generals and student riots in a scenario then you might want to take a look at Junta. Junta is if not the best multiplayer scenarios ever made for an RTS game, then at least the best multiplayer scenario for Empire Earth. This scenario pits four players against each other in a battle for a small Banana Republic. Each player gets to control a corrupt general and his stalwarts. Your goal is to steal enough money from the government, local businesses and your opponents in order to escape from this despicable island and go to live in a tropical paradise. The funds that you are able to acquire can also go towards hiring thugs, building equipment and training spies, but mostly you are going try to put that goal away in your Swiss Bank account. Once a player has 10 000 gold in their account, they win the game.

What Makes it the Best: Everything in this scenario can be taken control of by any player in the game, except for your starting base; this is yours for the entire game. Teams are not locked in this particular scenario so there is the potential for players to form alliances. Generally though players will want to gang up against the most powerful player, as the player who is president and controls the capital is the one who is able to access his Swiss Bank account. It is always interesting to see what happens after a president (a general who controls the palace in the capital city) is forced out in a coup d'étatas; generally the players responsible will scramble and turn on their former allies as fast as possible in order to gain power.

Name: Long Live the Second Republic

Short Description: In this scenario, the player playing as the Republicans is pitted against the Nationalists under Franco. The battle for Spain takes place on a geographically accurate map of Spain littered with the dominant Spanish cities. The scenario begins at the beginning of the Spanish Civil War. The objective of the map is to capture all of the Spanish cities and defeat the Nationalists who are vying for control of the Iberian Peninsula.

What Makes it Great: The Computer player is actually a formidable opponent and does a good job capturing cities and keeping you on your toes. Help is provided to you in this scenario by way of political alliances, you can try to gain support from the Soviet Union or you can look to the Allied Powers for support. If you become too cozy with one of the ideologies the other group representing the other ideology will turn their back on you. What makes this scenario so appealing is the amount choice given to the player. You can choose to fight the Nationalists anyway you want anywhere you want, as the player you are not restricted to fighting the Nationalists in one way or in one place. Secondly, being able to choose you political alliances adds an interesting quirk to the game, as different alliances can produce different outcomes.

Name: Pawns of the Empire

Game: Empires Dawn of the Modern World

Short Description: The campaign begins in 1805 just after Napoleon has declared himself emperor of France. You are given control of Napoleon and his marshals and through them you are able to lead vast armies. The goal of the campaign is to bring all of Europe under your continental system and under the heel of France. This goal is accomplished through war and politics. For every victory you are awarded points. You to accumulate a certain number of points before 1815 in order to be bring Europe under French control.

What Makes it Special: A lot of scenario alter gameplay, but few of them go as far as Pawns of the Empire. Pawns of the Empire almost feels like an entirely different game. Instead of actually controlling your units on the ground, the creator, developed an innovative system where you attach units to a certain marshal, and then in order to attack you need to move the marshal around. Instead of training units you conscript them from the cities you control and the ones you conquer. Certain cities even have unique units that you can train. If this weren’t enough, the game almost supports a revolutionary diplomatic system that allows players to annex or vassilize the states that they conquer.

I tend to like scenarios that stray from the standard gameplay of an RTS game. Though I also like Build and Destroy style scenarios despite the fact that they generally do not deviate from the standard gameplay. The only two genres of scenario that I am not fond of are blood maps and RPGs.

Since Rise and Fall will be using the EE/Empires trigger system I suspect that we will be seeing a lot of scenarios that deviate from the standard gameplay. As the EE/Empires trigger system allows for broad gameplay changes with minimal transaction costs. It was not particularly difficult to create something in Empires/EE that looked and felt completely different from the standard game, I suspect that this will once again be possible in Rise and Fall.

Feel free to post about any scenario, from any Heaven, that you think is one of the best of the best.

Replies:
posted 08-23-05 09:49 AM EDT (US)     1 / 3  
Name: Trojan Wall

Game: Age of Mythology

Short Description: This is a 4 player map (sometimes 8 players) where 2 of the players are a team. In the middle of the map is a huge, unbreakable wall (Trojan Wall). The teams must build a base by the gate (the gate, of course, is breakable). Once the gate is down, the two teams starts a massive war, the key is to get control the gateway. When a team break through, and the other team is forced to retreat, you start building a base on the other side of the wall. Kill all buildings and units belonging to the other team and you are victorius!

Why it is great: Unlimited resources and massive battles makes this map a nice break from the normal resource-gathering. Battle for the settlements and control of the strategic gate is quite entertaining.


Ahm Heribeus
Is a suits murmur

[This message has been edited by Lord Ahm (edited 08-24-2005 @ 09:52 AM).]

posted 08-23-05 11:54 AM EDT (US)     2 / 3  
Final Hour

Game: Age of Empires II: The Age of Kings

Short Description: Control the Imperials who fight a last stand against the Natives, the battle is hopeless, but your objective is to survive as long as possible. After you've lost as the Imperials, switch to the Natives and try to beat the Imperials faster than the computer beat you earlier.

What Makes it the Best: Combining innovate gameplay, with wonderful map design and an awesome tone-setting letter that's read aloud by Yogurt himself Final Hour is possibly one of the greatest scenarios I have yet to play. Completed around halfway through 2000, the expansion-less scenario could just as well have been done with the expansion. Innovative ideas and implementation create a fun scenario, and tremendous voice acting and mood setting make you want to win, not because you want to win, but because you feel like you should win. Various levels of difficulty allow for the player to face a challenge no matter what his skill level.


Adder |
"I would like to wonder if Adder always acts like a stuck up asshole?" - Coldviper
posted 08-24-05 01:57 AM EDT (US)     3 / 3  
Name: Christmas Morning

Game: Age of Kings

Description: Christmas Morning by Yogurt is arguably the best cut-scene scenario ever and a true classic Best of AoK design. Play along as little Timmy of the Frank family, and discover the magic of Christmas time in an AoK scenario. The interactive cut-scene scenario is very intuitive and all over in minutes...pick up the present...shake the package...guess what's inside? A lasting impression, and a most wonderful time playing with Age of Kings!

What makes it so special: The design is an animated marvel with excellent audio, and a scenario skit that captures all the wonder of the Holiday Season. The imaginative hockey game, and other features captured my imagination and made me to feel good like no other scenario design. There is no game play in Christmas Morning, so it's more of a novelty or toy. One of the most amazing things about the scenario is that it is one of the oldest Best of AoK designs there is -- Created 5 years ago and uploaded on Christmas Eve of 1999, Christmas Morning has become a holiday tradition for many AoK enthusiasts. How's that for replay value? The pace of the cut-scene is perfect, and the map effects that were amazing and new then, still delight players today. Christmas Morning by Yogurt is to scenario design what the movie 'Miracle on 34 Street' is to film -- a timeless classic.

The incredible amount of creativity involved in creating such an engaging scenario toy, is only surpassed by the creative courage to design it. Of course it has it's 'toy' like counterparts in computer games like the SIMS. However, it stirred up quite a bit of controversy when it was given a 5.0 excellent rating, and some AoK enthusiasts simply didn't expect or want the experience.

The design continues to be questioned along these lines today, but two years after it's release the prominent and respected scenario designer Ingo van Thiel made this comment in response to the controversy:

Quoted from Ingo van Thiel:

IMHO, Christmas Morning deserved what it got for its sheer ingenuity. The AoK rating system is good, but there are some pieces of work that don't fit the system. What to do? Blame the scenario because it doesn't fit the categories? Blame the categories because they don't fit the scenario? Or simply bend the categories? I'd go for the third way, so I second Cherub Lobby's decision to give this a 5.0.

Christmas Morning broke new ground when it came out. Let's not forget that. If it was posted today, it might not score as high - the tricks it brought about have become common knowledge now, and we're taking them for granted. But to mark the work down for that today would be as ignorant as saying "the light bulb wasn't such an original thing to invent... I've seen it dangle from the ceiling in every household."

I also think Christmas Morning is significant because it proves the importance of originality and creativity in scenario design, and drives home the point that a scenario need not have any game-play at all to be enjoyed. Bearing out that the interactive and immersive experience of playing a scenario can be the sole focus and goal of a design, and that a scenario can be a medium for more than just games.


[This message has been edited by AnastasiaKafka (edited 08-24-2005 @ 03:45 AM).]

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