Scenario Creation Designer Notes
Posted: Tue Dec 30, 2014 10:38 pm
There has been some discussion about scenario creation and balance over the past few weeks. There was also a call for some Designer Notes from us. With the comments going around it may be time to sit down and put some of this all down for posterity concerning the scenarios.
Most of my wargame career has been in making scenarios for both board and computer games. I seem to have the gift where they are concerned. I came over to Matrix originally to do the patch/update for Panzer Command Kharkov. We did so much work on that patch/update that it turned into it's own game. After 3 years of penance on the Eastern Front I was finally allowed back into society. I wanted to play something/anything other than WW2 for awhile.
So I bought Flashpoint Germany (FPG). I wasn't overly impressed with the way the game handled some things and asked if they were going to do an update, because if they were I'd be interested in working on it.
Long story short the module they were working on was one for the Middle East. Which is one of the 2 most challenging places/time periods in world history to do well balanced scenarios. The emphasis of the game changed after a couple of discussions back to a FPG update. When I had agreed to do the scenarios I also agreed to do the maps. At that point the idea was to do 4 maps again like had been released in FPG. It took a bit to convey that I was going to create about 30 scenarios and that each of them would have it's own map.
I already owned HexDraw by that time but I'd not really used it. I had it for another gaming project completely different from FPC:RS. Between the 2 projects, I learned to use HexDraw to the point of creating the first set of maps that so many of you found so overwhelmingly attractive! Not to mention learning to use it to create maps for the other project as well.
First thing I do when I create scenarios is the research on the actual battle so that I can put the gamer in the local leaders boots on the ground. Since WW3 never happened I had to go a different route. One of my other projects involved a WW3 setting so I had done the historic research for all the reasons that it should have/could have happened and went with one of the story lines.
Having the Eastern Front as one of my main interests I am pretty well versed in Soviet combat history and methods in WW2. Using this background I thought the Soviets consistently outmaneuvered the Germans and NATO was using slightly watered down German combat methods in their defense of West Germany, with some slight differences.
With the goal in mind I started researching all the unit garrison locations and looking at what I might do if I were to attack West Germany with just Soviet forces, since we would only include the Soviet forces in the initial game. Then, I opened Google Earth and looked at the Fulda gap. Would the attack on the Fulda Gap be what NATO had always expected and planned for? I didn't think so. Looking at the map it wasn't the Fulda Gap that stood out but the North German Plain. So, the story line developed for the Fulda Gap attack to be a misdirection attack with the attack north of Fulda adding more pressure to the defense until the actual hammer blow fell on the North German Plain. We had gamed this before with the GDW WW3 game series and I was aware of how that could all work out.
From the beginning I determined that the map scale and time frame would have the Soviet doctrine adjusted a bit. The time and scale would need to be shortened. Which worked okay because I knew that we would introduce battlefield nuclear weapons in the game and the Soviets wanted to live too. To live they would use their famous steam roller and pile units forward. Thus shortening the scale and time frame.
Each scenario was marked on Google Earth and I started to write the story line and briefings. Each scenario was designed to showcase a part of the game engine. No two are exactly alike in terrain and equipment. The closest they come is mission selection.
The process did not go from 1 through 20 in a smooth procession. I jumped around giving them scenarios to work out the code to fix whatever issues each scenario would bring to our attention. About a third of the scenarios covered the code base for the issues I wanted to showcase. Once we were done with that the code was then pretty set for features and Rob/Jim worked hard at making all the features mesh with the result that I know of few incidents where this code crashes. It is extremely stable. Once Rob/Jim were put on the path of my wants/needs then Charles literally took it all apart. The code and my scenarios and handed us back the broken pieces. Together we continued polishing it until release.
That would seem to be the end of the story and it is. The part that is giving some people heartburn at the moment is that all the scenarios weren't playtested in every possible facet of the game. I was told that I was the first person to ever do the lion's share of a games scenarios and that they didn't know anyone else that could do that. After releasing this game I can see why that is. Because every single time there is a code change I got to go back and redress 20 individual scenarios and 2 campaigns. There were to have originally been 4 campaigns.
Have any idea what happens when the coders say they are done? The publisher wants to publish it...RIGHT THEN!!! And yet the day that the code is finished is the day that my final polish starts. And if I have things that are out alignment they have to be fixed before we can send the code to the publisher. I'm the last stop on the line. Not the coders. Not a single entity in this entire process appreciates that.
So, what you got was scenarios that are playtested with NO OPTIONS until they would produce a draw for me. I play the game enough to be at least competent at it. Not really good but at least I can win my own scenarios!! Because I tweak them until I can. [:D]
That gives the basic scenarios just enough of a bite to be competitive and yet if gamers want to go with Limited Orders there is enough slack between my mediocre game play and you Panzer Generals out there that it works pretty well. Limited Orders do tighten up game play and make it tougher. The smaller scenarios are really tougher using that option.
That's pretty much how you got the scenarios/campaigns that I created for the original game. All OOB, TO&E, doctrine and playbalance issues are 100% mine. I worked very closely with Jim to check, double check and triple check the OOB and TO&E's. We both have extensive resources for them and to this day we constantly are adding more resources to our list.
The scenarios/campaigns are far from perfect but after more than a year I believe they have stood the test of time and given gamers exactly what they were asked to do from the start. Introduce you to the vast capabilities of the system that Rob and Jim have created.
It goes without saying that I couldn't have created my part without the full support of Rob, Jim and Charles and they gave me invaluable insights. Charles could retire if he had gotten a dollar everytime I called him up and said, "When you were in, how did you do......."
And now we are getting ready to try it all over again! [X(]
Good Hunting.
MR
Most of my wargame career has been in making scenarios for both board and computer games. I seem to have the gift where they are concerned. I came over to Matrix originally to do the patch/update for Panzer Command Kharkov. We did so much work on that patch/update that it turned into it's own game. After 3 years of penance on the Eastern Front I was finally allowed back into society. I wanted to play something/anything other than WW2 for awhile.
So I bought Flashpoint Germany (FPG). I wasn't overly impressed with the way the game handled some things and asked if they were going to do an update, because if they were I'd be interested in working on it.
Long story short the module they were working on was one for the Middle East. Which is one of the 2 most challenging places/time periods in world history to do well balanced scenarios. The emphasis of the game changed after a couple of discussions back to a FPG update. When I had agreed to do the scenarios I also agreed to do the maps. At that point the idea was to do 4 maps again like had been released in FPG. It took a bit to convey that I was going to create about 30 scenarios and that each of them would have it's own map.
I already owned HexDraw by that time but I'd not really used it. I had it for another gaming project completely different from FPC:RS. Between the 2 projects, I learned to use HexDraw to the point of creating the first set of maps that so many of you found so overwhelmingly attractive! Not to mention learning to use it to create maps for the other project as well.
First thing I do when I create scenarios is the research on the actual battle so that I can put the gamer in the local leaders boots on the ground. Since WW3 never happened I had to go a different route. One of my other projects involved a WW3 setting so I had done the historic research for all the reasons that it should have/could have happened and went with one of the story lines.
Having the Eastern Front as one of my main interests I am pretty well versed in Soviet combat history and methods in WW2. Using this background I thought the Soviets consistently outmaneuvered the Germans and NATO was using slightly watered down German combat methods in their defense of West Germany, with some slight differences.
With the goal in mind I started researching all the unit garrison locations and looking at what I might do if I were to attack West Germany with just Soviet forces, since we would only include the Soviet forces in the initial game. Then, I opened Google Earth and looked at the Fulda gap. Would the attack on the Fulda Gap be what NATO had always expected and planned for? I didn't think so. Looking at the map it wasn't the Fulda Gap that stood out but the North German Plain. So, the story line developed for the Fulda Gap attack to be a misdirection attack with the attack north of Fulda adding more pressure to the defense until the actual hammer blow fell on the North German Plain. We had gamed this before with the GDW WW3 game series and I was aware of how that could all work out.
From the beginning I determined that the map scale and time frame would have the Soviet doctrine adjusted a bit. The time and scale would need to be shortened. Which worked okay because I knew that we would introduce battlefield nuclear weapons in the game and the Soviets wanted to live too. To live they would use their famous steam roller and pile units forward. Thus shortening the scale and time frame.
Each scenario was marked on Google Earth and I started to write the story line and briefings. Each scenario was designed to showcase a part of the game engine. No two are exactly alike in terrain and equipment. The closest they come is mission selection.
The process did not go from 1 through 20 in a smooth procession. I jumped around giving them scenarios to work out the code to fix whatever issues each scenario would bring to our attention. About a third of the scenarios covered the code base for the issues I wanted to showcase. Once we were done with that the code was then pretty set for features and Rob/Jim worked hard at making all the features mesh with the result that I know of few incidents where this code crashes. It is extremely stable. Once Rob/Jim were put on the path of my wants/needs then Charles literally took it all apart. The code and my scenarios and handed us back the broken pieces. Together we continued polishing it until release.
That would seem to be the end of the story and it is. The part that is giving some people heartburn at the moment is that all the scenarios weren't playtested in every possible facet of the game. I was told that I was the first person to ever do the lion's share of a games scenarios and that they didn't know anyone else that could do that. After releasing this game I can see why that is. Because every single time there is a code change I got to go back and redress 20 individual scenarios and 2 campaigns. There were to have originally been 4 campaigns.
Have any idea what happens when the coders say they are done? The publisher wants to publish it...RIGHT THEN!!! And yet the day that the code is finished is the day that my final polish starts. And if I have things that are out alignment they have to be fixed before we can send the code to the publisher. I'm the last stop on the line. Not the coders. Not a single entity in this entire process appreciates that.
So, what you got was scenarios that are playtested with NO OPTIONS until they would produce a draw for me. I play the game enough to be at least competent at it. Not really good but at least I can win my own scenarios!! Because I tweak them until I can. [:D]
That gives the basic scenarios just enough of a bite to be competitive and yet if gamers want to go with Limited Orders there is enough slack between my mediocre game play and you Panzer Generals out there that it works pretty well. Limited Orders do tighten up game play and make it tougher. The smaller scenarios are really tougher using that option.
That's pretty much how you got the scenarios/campaigns that I created for the original game. All OOB, TO&E, doctrine and playbalance issues are 100% mine. I worked very closely with Jim to check, double check and triple check the OOB and TO&E's. We both have extensive resources for them and to this day we constantly are adding more resources to our list.
The scenarios/campaigns are far from perfect but after more than a year I believe they have stood the test of time and given gamers exactly what they were asked to do from the start. Introduce you to the vast capabilities of the system that Rob and Jim have created.
It goes without saying that I couldn't have created my part without the full support of Rob, Jim and Charles and they gave me invaluable insights. Charles could retire if he had gotten a dollar everytime I called him up and said, "When you were in, how did you do......."
And now we are getting ready to try it all over again! [X(]
Good Hunting.
MR