Scenario Design Considerations
Posted: Sat May 31, 2008 3:07 pm
Here are some things I have encountered as I design and play battles. Some of these are very important to scenario designers who spend a lot of time and effort. Some literally ruin a scenario.
1. The F4 key which makes the player free to deploy in a multitude of locations. If the scenario is a tightly scripted one in which a historical situation is depicted, it is important that the F4 key be kept in mind. Because the freedom in deployment can radically affect the outcome of the battle. I suggest that as a minimum, the scenario designer indicate whether or not the deployment should be as provided or not.
Testing. the above is essential for testing a scenario if one is to place any value on the outcome of the test.
2. Mods. Is the tester or player using "Standard Issue" units or has he (as I have) been messing with the OOBs? Designers need to keep this in mind when evaluating testing results or difficulty levels. For example, I have made some rather radical changes to my OOBs so that to test any infantry scenarios would be pointless. OTOH, I have left my armor absolutely standard so I can test/play/share outcomes with pure armor battles that are meaningful.
In general, I am quite willing to test smallish scenarios for folks so long as it is a scenario that doesn't bog down my computer and take the fun out of it. But now, I am limited to testing pure armor scenarios until I decided whether or not to install anothe copy of the game that is "pristine".
I only raise these issues because I played a scenario the other day that worked wonderfully using designer provided deployments. But when I was replaying the battle for the third time, I wondered what would happen if I deployed "over there". The answer was that this deployment ruined the playability of the scenario (far too easy to win). If I had done this the first time I played, I may have well thought that the scenario was not worth playing.
It may be useful for the designer to indicate what his desired outcome might be for the battle. Is it to be considered very difficult, what level is it designed for. Is there a "trap" that will ruin the scenario? The other day, I encountered one with a 100mm German gun in the open far, far away. This gun was designated "Elite". It was not possible to move across a ford or bridge and Russian artillery had no smoke rounds. So this single "cute" trick absolutely made this scenario a loser for me. After a few turns, I quit and loaded it into the editor to see what the story was about the "One shot, one kill". My point is that perhaps the designer might mention this or specify that if you do not play the German side, you are doomed. And if you play the German side, you are guaranteed victory.
Some thoughts. I'd like to see if any others have some things to add.
1. The F4 key which makes the player free to deploy in a multitude of locations. If the scenario is a tightly scripted one in which a historical situation is depicted, it is important that the F4 key be kept in mind. Because the freedom in deployment can radically affect the outcome of the battle. I suggest that as a minimum, the scenario designer indicate whether or not the deployment should be as provided or not.
Testing. the above is essential for testing a scenario if one is to place any value on the outcome of the test.
2. Mods. Is the tester or player using "Standard Issue" units or has he (as I have) been messing with the OOBs? Designers need to keep this in mind when evaluating testing results or difficulty levels. For example, I have made some rather radical changes to my OOBs so that to test any infantry scenarios would be pointless. OTOH, I have left my armor absolutely standard so I can test/play/share outcomes with pure armor battles that are meaningful.
In general, I am quite willing to test smallish scenarios for folks so long as it is a scenario that doesn't bog down my computer and take the fun out of it. But now, I am limited to testing pure armor scenarios until I decided whether or not to install anothe copy of the game that is "pristine".
I only raise these issues because I played a scenario the other day that worked wonderfully using designer provided deployments. But when I was replaying the battle for the third time, I wondered what would happen if I deployed "over there". The answer was that this deployment ruined the playability of the scenario (far too easy to win). If I had done this the first time I played, I may have well thought that the scenario was not worth playing.
It may be useful for the designer to indicate what his desired outcome might be for the battle. Is it to be considered very difficult, what level is it designed for. Is there a "trap" that will ruin the scenario? The other day, I encountered one with a 100mm German gun in the open far, far away. This gun was designated "Elite". It was not possible to move across a ford or bridge and Russian artillery had no smoke rounds. So this single "cute" trick absolutely made this scenario a loser for me. After a few turns, I quit and loaded it into the editor to see what the story was about the "One shot, one kill". My point is that perhaps the designer might mention this or specify that if you do not play the German side, you are doomed. And if you play the German side, you are guaranteed victory.
Some thoughts. I'd like to see if any others have some things to add.