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posted by bomb: But I'm a bit curious- are you in it for the overall effect (the journey) or the payoff (the cash, the ship, the babe, etc..)? Is getting to the top of the mountain more important than planting the flag at the top of the peak?
No, I'd say they are about equal. I think the best mission strings are the ones that don't lull and keep you interested most of the way through. That said, some really nice payoff is a big plus: in particular, I LOVE getting access to new ships and outfits because it gives me more to experiment and mess around with. When I play the game I get a lot of enjoyment out of flying around practically every ship worth a damn. So when new stuff turns up midway, I'm estatic. Reward at the very end is nice too, but I think its better in the middle--in EV you can finally get that shiny new Rebel or Fed Cruiser, but it doesn't really matter because your job is over. Well, not really, plugs add to it--but if you are doing a plug-in scenario, more than likely it won't be expanded and I think its a good idea to take advantage of what you have built in. If you get access to something good just in time to use it in a big battle or for an important mission, it works better as a plot device because it has a reason for existing. Not that everything needs that reason, but on certain things it helps. In Frozen Heart, for example, getting the Tachyonic Fighter is an important part to the plot--in the context of the scenario it lets Lars (you) travel a hell of a lot faster than anyone else and out perform anything at or a level above its class, and without it the black hole could not have been destroyed.
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How the Vell-Os were handled was very unique and interesting, however it had one especially crucial element to it: it took the power virtually out of the hands of the player. Do you guys mind being "lead" by the scenario developer, or would you much rather have some clear cut choices (as in, between the Zidagar, Adzgari and Igadzra..)?
Good question....I like choice, but as EVN has demonstrated linear paths can be done very I think both can be extremely enjoyable. That said, the ability to make choices and decide how you align is important and one people in general REALLY want to have. Even in EVN, whether you continue working for the Bureau or end up with the Rebellion depends on a moral choice that you make. Even if you go linear, people like to have some versatility. On the other hand, Frozen Heart was TOTALLY linear with one massive string and everyone loved it.
I think there is a third option in addition to the above two; lead the player into a path, and then give him some freedom to decide where it takes him. Or, even better, present him with a choice and make it ambiguous as to what each choice will do.... Seriously. In the Fed/Rebel string I could tell which choice would get me to work for the Rebs. Not that that's bad, but just think of of the uncertainity of having a to make a choice and risking unintended consequences that could either be good or bad!
Well, I'm guessing you are asking all this to help improve that secret project of yours. Well, I don't know what you have in mind, but I think its clear that a lot of options are on the table--I'm assuming that your scenario will be somewhat open with different factions, and will have several plotlines. I think how you should handle your respective mission strings (I'm assuming there are several) will vary depending on what you have in mind for each one. Maybe this doesn't help much, but perhaps you need to sit down and think long and hard about which style suits what you have in mind best on a case-by-case basis. As long as you know where you're going, practically any style you pick will be enjoyable if its done well....especially coming from you!
That was pretty damn long. Hope it helps....
UEC
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(This message has been edited by UE Crusader (edited 05-10-2003).)