Originally posted by JValdezToo:
Ok, let's see here...
It also seems to me that what I am hearing is that there is a strong need for a challenge to these scenarios. I am starting to realize that historical accuracy to a POINT is expected, but the scenario designer has to do something; SOMETHING that is within the boundaries of believable and just pushes the envelope enough to give the player the opportunity to "rewrite history on their hard drive" so to speak.
We used to say in the old wargaming days, that YOU make the history, but things are accurate from the starting position.
The civ-2 engine makes absolute historical accuracy immpossible, so slight distortions of history to game play are exceptable, as long as they are withen the preview of believeablity. Things like tanks and planes before the 20th century ruin a scenario.
Well, if this is the case then "looks" get the attention but don't keep it no matter how accurate your history or storyline is if there is no challenge or loophole for changing history. In fact, and correct me if I am wrong, civers look forward to the challenge of "building an empire" that stands the test of time in whatever form presented. It's the challenge of building (not just staying alive)in dire circumstances then, that could be said to be the key to a great scenario or at least the focal point.
Think of it this way. Imagine you had a date with, say Liz Hurley, a beautiful woman. You get all excited, and can't wait! Then when you meet her, she is shallow and stupid, and won't even talk to you, let alone anything else. You wouldn't bother with her again, I'm sure.
This is the same with scenarios. No matter who good it looks, it has to be worth your while. If it's boring, why play?
I personnally detest large numbers of units at start, but others like that. I prefer to build my own.
Also, I think sounds add more to a scenario than what most people realize. I am really very picky about "inappropriate" sounds. I just think that a mechanized unit making an elephant sound is super cheezy. At least give it the large explosion sound, no sound engineering required. (I say this because I recently played a scenario with a similar effect).
This is under appreciated in my book.
Sounds make all the difference. Take Kob's STBAQ for example. If it didn't have accurate sounds for the ships in the game, would you like it as much? Probaly not, but since he went the extra mile with the sounds, we get a classic instead of a good scenario.
Quite a bit here to consider; AoA you're on the way to a Ph.D. in scenario play
I'll be on my way to divorce court if I don't pay more attention to you know who!
These comments I hope, will also be read by scenario designers and maybe it will help them in their future scenarios.
John
I hope would be scenario reviewers also take these comments to heart when considering the relative merits of a given scenario.
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