Speculation: I suspect that there will be a lot more random features available in the editor to make up for the randomness factor that will be lost by doing away with random map scripts. This is good news of both veteran and beginner designers. Veterans will now have a series of tools that will allow them to increase random factors in their own scenarios. Beginners will now be able to use the scenario editor to create maps that more closely resemble random map scripts, from a design perspective, while preserving the random factor that keeps random maps fresh and interesting. I for one am very excited to see how this all turns out. I think SSSI’s plans to do away with random map scripts and use scenarios directly for online play will increase the replay value of the standard maps that will ship with Rise and Fall. Not only will the replay value of standard maps increase, but the number of custom maps will also increase.
I use to be a rather big fan of multiplayer scenarios. Until I designed Stalingrad for Empire Earth I had always been a multiplayer scenario designer. Stalingrad was in fact my first attempt to create a single player scenario. Granted I borrowed heavily from standard multiplayer elements, and essentially ended up creating a carbon copy of my multiplayer scenario Day of Defeat; it was still in the end a single player scenario. Since I made my first single player scenario, I have become more and more fed up with the online portion of the scenario design community. Often times I find the most poorly constructed, unbalanced maps to be the most popular. Rarely will you ever find a highly rated scenario from the HG downloads database being played online. Why? These maps tend to be smart, well balanced and beautifully constructed. Such factors, though appealing to multiplayer designers and a few scenario veterans, are for the most part unappealing to the general public.
I hate to say this, but I find that the average person online who is attracted to multiplayer player scenarios is generally the person who finds the actual game too challenging and is looking for an easier challenge. How else can the proliferation of maps where all you do is attack-move wave after wave of units into another player that is doing the same thing be explained? Or the so-called RPG maps where several units have had their stats cranked up and they just attack other players’ units with cranked up stats. The problem seems to be that the people multiplayer designers are trying appeal to never play multiplayer scenarios as the few examples of multiplayer scenarios that they have seen are the few idiotic blood maps that players play over and over again. I am interested to see what SSSI’s innovation will yield. Will we start to see the emergence of smart scenarios online, or blood scenarios continue to rule the day?
Discuss.
| EE: | | Europe Under Fire (rate me) | |Day of Defeat (rate me) | | Stalingrad (4.8) | | DMDT (4.8) |
| AoM: | | Europe Under Fire 2 (4.8) |
| Empires: | | Europe Under Fire 3 (4.8) | | The Siege of Vienna (4.6) | | Halfaya Pass (4.6) | | 1837 – 1947 (4.8) | | A City on the Hill (4.4) |
[This message has been edited by Intrepid (edited 08-08-2005 @ 06:08 PM).]