 Heavens Design Pages
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Chapter 3: The Important Element
What is the most important element in a scenario or campaign?
What is the main thing that separates a good campaign from
a great one? The debate rages on, and there is no real answer.
All facets of a campaign are dependent upon the others. For
example, there is no way to have good playability without
good balance. There is no one element of a campaign that is
more important than the others.
However, there is one facet of a scenario that all the other
parts are dependent on. Without this one facet, a campaign
will flop. The part that I am speaking of is this: Creativity.
More than all other elements, your creativity influences every
part of your scenario. From Map Design to Playability to
Story/Instructions,
creativity will play a major part. As such, it is important
that you learn to develop it in your campaigns and scenarios.
Read on to find out how.
Developing Creativity
As I have already said, your creativity effects all aspect
of your campaign or scenario. Thus, you need to make sure
to do a good job in this aspect. When making my campaigns,
I probably spend much more time brainstorming than I do actually
creating the scenario. Many times I can get ideas in the strangest
places, whether it be for a whole scenario, or for a small
part of one. For example, I got the idea for my scenario "Like
a Thief in the Night" while playing a Nintendo game. (I forget
which one.)
Many times I will come up with good ideas while fooling around
with the Scenario Editor. If fact, I have spent many long
hours just playing around with it, and it is amazing what
you can discover. Whether it be a new Map Design trick, a
cool puzzle, a unique idea for a battle, or even a characteristic
for your Hero, all you have to do is give it time. Indeed,
that is the main thing you will need when developing creativity
-- time, as well as a good imagination.
Creativity cannot be taught; it must be developed by each
individual person. Because of this, there is not a lot more
I can say on this subject. I only urge you to use your imagination.
Now, on to Victory Conditions
Victory Conditions
Have you ever played a well-crafted scenario, nicely balanced
and fun to play, only to be disappointed by such boring Victory
Conditions as "Kill Player x"? Have you ever noticed how after
seeing such a thing, much of the fun goes out of an otherwise
good scenario? If you have, you are not alone. I had a bit
of trouble deciding where to put the section on Victory Conditions,
but it seemed most appropriate to go in with Creativity.
As a reviewer, one of the main things I notice is that many
people do not seem to put a lot of thought into their Victory
Conditions. This is somewhat understandable, as it seems to
be such a small part of a scenario. However, this "small part"
can have a major influence on the final outcome of you campaign.
Look at almost any great campaign, and you will almost never
see VCs such as "Kill Player x." In fact, some of these top
campaigns have OVER A PAGE of VCs. I am not saying you need
to go this far, but it definitely would pay off to at least
put a little thought into them.
Probably the two most useful, (and most used) Victory Conditions
are the "Destroy Specific Object" and the "Bring Object to
Area" conditions. Using these two conditions alone, you can
come up with almost endless combinations. Add to this dozens
more conditions, and it is impossible to run out of ideas.
All you need to do is give it a little thought.
For example, instead of having to kill Player 2, how about
having to assassinate their leader, raze the Government Center,
and bring the War Chest back to your town to symbolize your
great victory? (I know this is a much-used example, but I
am merely trying to give a feel of what you can accomplish
with VCs.) You can come up with a huge number of combinations
to give your VCs a unique feel. In fact, you can even come
close in some ways to parts of the trigger system in AoK.
For example, using the "Destroy Specific Object" condition
and the "Bring Object to Area" condition, you can make it
so that you cannot win until you have destroyed a certain
unit or building, THEN bring a hero or unit to an area.
You can expand on this even more by using conditions similar
to what I used in my scenario "Merlin's Destiny", from the
campaign "Magnus#4 -- Merlin's Destiny". What the human player
had to was defeat the main enemy (a Heavy Horse Archer). Before
he could defeat the main enemy, however, he had to first kill
six units (Brown) spread out across the map. If he killed
the main enemy before the others were defeated, he would lose.
To make this work, I set the VC for Brown (the six units to
be killed first) to "Destroy Specific Object", and set the
main enemy (the Heavy Horse Archer), as the object. This makes
it so that if Brown has not been defeated when the main enemy
is killed, they will win. Only when Brown is defeated is their
Victory Condition canceled out, thus making it safe to kill
the Heavy Horse Archer. This may seem complicated, but if
you look closely you will see that it is quite simple.
Another thing you can do is to use Victory Conditions as a "timer".
In my scenario "Destiny", from the campaign "Genghis Khan - The Way
of a Ruler", I use this trick. What the human player must do is destroy
an enemy Government Center within a certain amount of time. To accomplish
this, the Government Center that was to be destroyed was the only
object that Player 8 owned. This trick will only work if the object(s)
that you wish to be destroyed within the time limit are the only object(s)
owned by that player. (Unless you give them other objects or units
that you are sure will be destroyed beforehand). What I did now was
place an Armored Elephant (Brown) in a secluded corner of the map,
surrounded by trees, within range of a Slinger.
I then set the VC for Player 8 (The government Center) to
"Destroy Specific Object", and set the Armored Elephant as
the object. That is all there is to it.
It works like this: When the Armored Elephant is killed, Player 8
wins due to his Victory Condition (Kill the Armored Elephant). However,
if the Government Center is destroyed BEFORE the Armored Elephant
is killed, then Player 8 is defeated, which nullifies the "Kill Armored
Elephant" condition, and play continues as normal. Again, this may
seem complicated, but if you read it carefully you will see that it
is quite simple. If you are still not quite sure of this subject,
download my campaign "Genghis Khan - The Way of a Ruler", and play
the scenario "Destiny" with Reveal Map and No Fog on to see what I
mean.
I have barely even scratched the surface of what can be accomplished
with Victory Conditions. As I have already mentioned, the
possibilities are endless. Whether you use them as out-and-out
Victory Conditions, or use them more subtly as "triggers",
they will add a much-needed boost to your scenarios. All you
need to do is use your imagination.
A Few Closing Thoughts
This may sound odd, but one of my main source of ideas are...
other people's work. Yes, I know this sounds strange, but
I did not say that I COPY other people's work; I merely get
ideas from them. Many times when playing a campaign or scenario
I think, "Hey! That would be a good idea for my scenario if
I change this, or add this part, etc.."
The main thing to remember, though, is this: If I may quote
Ingo van Thiel, "Don't imitate, innovate." That basically
sums it all up. Even if I get ideas from other people, I turn
them into MY IDEAS. They are always changed, many times so
that they do not even resemble the source they were gotten
from. That is way it should be: not to copy ideas, but to
use them as an aid to develop your own.
Chapter 4 - Finishing your map
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