Detalied training missions for a less steep learning curve?
Posted: Mon Nov 02, 2009 10:22 am
from what I read about this game, IMO the biggest potential problem of this game is its lack of 'accessibility' for casual gamers. Let me put this way; I feel like when I purchase the game, as a casual strategy player (but serious military-history fan) I will find myself in command of hundreds of units without having a clear idea on where to begin and how to implement the plan I have in my mind.
To tackle with this, I suggest designers to put some effort to make the learning curve much less steep than WITP; and I think this can pay back once the game published. I am not only talking about some small scale scenarios but a series of training missions beginning from the very first step of organising an offence and/or defence to more complex tasks like counter-attacks, using urban areas as anchors of a stable defence line, or even developing/implementing a strategic plan.
It is better to name these as a "strategy school" or something like that (maybe something that resembles the "tactics 101" articles in the armchair general). the very first missions/lessons need not even be longer than 2-turns on a hypothetical map.
I know this sounds like a whole project by itself with some interactive content and documents, but I am sure it will payback the resources invested in it by opening this game (and even other games of Matrix) to the market of casual gamers.
To tackle with this, I suggest designers to put some effort to make the learning curve much less steep than WITP; and I think this can pay back once the game published. I am not only talking about some small scale scenarios but a series of training missions beginning from the very first step of organising an offence and/or defence to more complex tasks like counter-attacks, using urban areas as anchors of a stable defence line, or even developing/implementing a strategic plan.
It is better to name these as a "strategy school" or something like that (maybe something that resembles the "tactics 101" articles in the armchair general). the very first missions/lessons need not even be longer than 2-turns on a hypothetical map.
I know this sounds like a whole project by itself with some interactive content and documents, but I am sure it will payback the resources invested in it by opening this game (and even other games of Matrix) to the market of casual gamers.