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good scenario design
01-30-2015, 12:06 AM,
#4
RE: good scenario design
I'll be on the road with limited ability to post until Sunday, so this is my best chance to chime in.

I think good game and scenario design arguably boils down to a very simple question: does it create interesting decisions? Hugmenot and Shad are both on to that with the points they've made. One of Hugmenot's best points was that a good scenario has a sense of urgency. Tough decisions usually are a consequence.

One of Shad's best points is scenarios that reward a competent use of combined arms. I definitely seek that in tactical games. One of the things I'm looking for as I gain experience with PG is how it creates different decisions than the squad-based tactical games with which I have much more experience. One is at a different command level in PG than ASL, BoB, or CC; that should be reflected in the requirements for competent play.

I will add then that one way a scenario can really shine is if it puts one in a position to dispense with a standard approach and try something different.
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Messages In This Thread
good scenario design - by t1M0t8yk - 01-29-2015, 04:40 AM
RE: good scenario design - by Hugmenot - 01-29-2015, 09:28 AM
RE: good scenario design - by Shad - 01-29-2015, 03:46 PM
RE: good scenario design - by t1M0t8yk - 01-30-2015, 12:06 AM
RE: good scenario design - by zaarin7 - 01-30-2015, 12:11 AM
RE: good scenario design - by leonard - 02-05-2015, 07:57 AM
RE: good scenario design - by Hugmenot - 02-06-2015, 10:59 AM

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