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  • Have we become spoiled?

    Hey everyone,

    Just a general question regarding scenario expectations these days... With the advent and subsequent popularity of multiphased scenarios, tweaked AI's, summer/winter graphics and rules changes etc, have we come to expect these things? Would a scenario that does not have these types of things seem 'unprofessional' or would the author seem 'lazy' if he or she chose to go with a more simplistic design?

    Certainly there are scenarios that dont call for this type of thing... A scenario about European colonization of America for instance can probably get by w/o multiple units file. It can also pass without a seasons switch. But in this case, what about some kind of tweaked AI via events? I am just not sure if a standard AI cuts it anymore.

    Lets take another example... a WWII scenario.

    Lately, it is a safe bet to say that one units file is not enough to have unique tanks and planes for 3 or 4 seperate civs... let alone to track the weapons developments throughout the course of the war. Have we become too used to the Soviets starting with T-28's and finishing with IS-2's, or would T-34's work throughout the game with perhaps a one unit upgrade? The latter, because of these newer, fancier scenarios seems to be not as acceptable these days.

    With seasonal changes we get even more complex. We can adjust unit stats creating 'artificial' weaknesses in certain equipment and such... even to the point of some units losing their entire mobility in winter. Is it acceptable to have a larger WWII type scenario that goes by months which doesn't include seasonal changes? Would it seem like something is missing, like not enough effort was put into the scen?

    Also, regarding single player games of all types... Is it to be expected that the author will make some attempt to make up for the AI's stupidity? A single scen (Imp Rom. for instance) has different set-ups for playing as each selected Civ. Is a scenario that doesn't attempt to alter the AI somehow less good? Can one really rely on the AI to put up a good fight, especially when large map distances are involved or should the author try to alter things by adding go-to commands and such so that the AI gets a kickstart (here I recall Case's 1st version of Battle of the Atlantic and how there was a problem with AI ships collecting in the Bay of Biscay, problem later resolved with an AI tweak).

    I suppose if the AI can handle the fighting than there is no problem. But I go back to the Colonization of America idea and I have serious doubts as to whether and AI controlled (unassisted in neither unit costs {cheap} nor events help) Civ can really hold its own against an intellegent player. Perhaps in this situation some thoughfully placed CreateUnit commands could make for a much more exciting game. In the same line of thinking, in a big ol' WWII scen, can an AI England be left to fend for herself? We all know she could never accomplish a D-Day size invasion, but she would have no problem suicidaly harrasing Germany with her planes. And can the Soviets be expected to be as nasty as they were IRL? Sure, make them fundy or commie, put 'em in the Mongols Civ slot and all that, but this is the crux of the dilema.... is that enough anymore???

    I am simply wondering if the scenarios as of late have been so fine tuned, that default AI ability, aestetics and the like would not satisfy the descerning player these days. Does a 'scenario' created now need to be '4 scenarios-in-one', or can it be an older style.

    I am not talking here about very specific one-player only type scens like RF, SF, Kyokujitsu or Stalingrad for that matter. Obviously you need a super-tweaked AI to handle those jobs. But in a more open and even scenario to be played from [m]any angle[s] can an author get by without the scen feeling 'unpolished'?

    I am not quite sure if I asked my question in the right way or not. I guess we'll find out in the replies...

    Thanks for your thoughts.

    -FMK.

  • #2
    My newest scenario is pretty basic by your standards. If a Scenario is, in the large, historic and accurate, it stays on my hard drive. The Spanish history scenarios or The Cruel Sea are good examples.

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    • #3
      3 letters: ToT
      Re-elect Bush!

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      • #4
        Innovation over perfection. Playability over intricacy. Fun over size. ToT over FW/MGE.
        Tecumseh's Village, Home of Fine Civilization Scenarios

        www.tecumseh.150m.com

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        • #5
          I've always preferred simpler scenarios to more complex ones; RF and its ilk, while sometimes fun to play, often daunt me by their sheer size and intricacy.

          Simpler scenarios, that only use the events to keep some historical accuracy, or even not at all, and where every civ is playable, are often far easier to get into and more fun to play. Justinian and Bonaparte are two examples that spring to mind.

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          • #6
            I don't know about "players expecting" syndrome but it seems to me more like "makers providing". Criticism of new scens seems increasingly rare yet those making new ones still seem to take ever more care, and make use of what has gone before as well as adding to the ever-increasing font of knowledge. Overall a rather pleasing state of affairs (IMO of course)...
            That's starting to sound rather drivelly even though it wasn't supposed to so I'll stop now


            Originally posted by techumseh
            ToT over FW/MGE.

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            • #7
              A few months ago I was really surprised to find out that most people demand sound files with scenarios. Personally, I find sounds grating and usually turn them off, but it seems that I'm definetly in a minority on this.

              I personally think that scenario designers have an obligation to make up for the AI's stupidity. This is especially true as the AI can perfom quite well when given the necessesary tweaks via clever city placements, events and unit abilities.
              'Arguing with anonymous strangers on the internet is a sucker's game because they almost always turn out to be - or to be indistinguishable from - self-righteous sixteen year olds possessing infinite amounts of free time.'
              - Neal Stephenson, Cryptonomicon

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              • #8
                I don't know about spoiled, but scenarios like Red Front and Second Front certainly raised the bar by a fair margin. These two both represent such a quantum leap in scenario design that the scenario design community has been left breathless in their wake to top them.

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                • #9
                  A few thoughts...

                  Imho the thing that marks a good scenario is not all the fancy stuff like multi events and such (even though they can be very good to have as well), it is more about a "solid" feel that you can find in some scenarios, that while they look unsophisticated at a glance, really makes the scenario a wonderful gaming experience (scenarios with this "feel" to them generally makes good pbems as well).

                  Creating a good scenario is hard, I have tried several times myself (and I've even released one scenario) but I can't say I've been totally happy with the results ever. Mainly because it's very hard to define what makes these scenarios good, but generally I think it's a good thing if you use as many of Civ 2s original elements in a scenario as is possible (for instance: tech threes are extremely important!).

                  I don't think that Red Front and/or Second Front necessarily where the best scenarios of all time (although I did like Red Front a lot the one time I played it) even though they showed that a lot of neat effects could be achieved with the civ engine, but I guess this is a matter of taste as well...

                  Oh and I hate ToT , mainly because I won't ever be able to play those scenarios since there is no mac port of ToT
                  No Fighting here, this is the war room!

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                  • #10
                    Re: A few thoughts...

                    Originally posted by Henrik
                    Oh and I hate ToT , mainly because I won't ever be able to play those scenarios since there is no mac port of ToT
                    No mac version of ToT was released? Why didn't I know that? I'm sorry to hear that.
                    Tecumseh's Village, Home of Fine Civilization Scenarios

                    www.tecumseh.150m.com

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                    • #11
                      Yup it sure sucks
                      No Fighting here, this is the war room!

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                      • #12
                        In my mind the strenghts of Civ stands in development as the original game is designed for.

                        The AI is only able to manage a developing civilisation. But many decisions are coded by rules stored in rules.txt.
                        ->How to research
                        ->tileimprovement
                        ->use of units If you create a defenderunit with weak defense AI will produce this unit for defence instead of the attacking unit with the better defense.

                        As next the AI is developed for managing small empires with only 15-20 core-cities. Large maps are counterproductive. The go to order works only within distances of 22 or 23 tiles. Some other functions within the game are affected by this.

                        In Addition the AI cannot use large scale effects and never mobilises all possible ressources to reach a target. The AI has no built in strategic abilities.

                        But:
                        Most modern scens have more than 200 cities and begins with developed cities (esp. WW2 Scens). So a large part of the AI abilities (rules) is obsoelete from beginning.

                        The human player is able to recognise, how to win a scen.
                        -special strategies -xinning
                        -Research a key technology as fastest.
                        -use of a killer unit
                        -attacking a opposing unit with its optimal counterpart
                        -Decisions where to hold and where to attack. (The AI is not able to concentrate on a special target at a time, so every expierenced human can make them confused)
                        -use of killer terrain (every AI attackunit will attack even the defender is in strong devensive positions.-where is the trap- its on the mountain with the fortified phalanx)

                        So every scenario designer has to provide the AI to compensate their loss of abilities if its not an developing scen.

                        possible solutions
                        -all round units for AI.
                        -stronger units for AI
                        -AI units cheaper. - shorten shield box (not 10 but 5 or 6 rows) so the AI can build reinforcements very fast.
                        -create unit events but in this case you have to deal with the unit-build-limit.

                        -only older gouvernments for human player (monarchy and republik) to compensate large scale effects

                        -go to events

                        Thats why I'm creating this feasability study-scen.

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                        • #13
                          Those are some good points Thoddy

                          I've noticed that the AI's basic military strategy is to react to the human players moves. Becuase of this a swift moving bltizkrieg campaign can cause real havoc (and is my favorite strategy in Second Front). On the other hand, if you ever stop for a breather, the AI can be very good at concentrating its resources on where your main force is (and, where possible, is rather good at hitting them with nukes!)
                          'Arguing with anonymous strangers on the internet is a sucker's game because they almost always turn out to be - or to be indistinguishable from - self-righteous sixteen year olds possessing infinite amounts of free time.'
                          - Neal Stephenson, Cryptonomicon

                          Comment


                          • #14
                            Yes we are spoiled.

                            I also had an experience when I was critisized for using the standard terrain file - what was the big deal? It looked fine and it wasn't meant to be the focus. Anyway, in the end I gave in and changed the terrain in a later version.

                            Even then, I am still against complicated scenarios and I have yet to make anything that extends beyond the standard set of scenario files.
                            .
                            This is a link to...The Civilization II Scenario League and this is a link to...My Food Blog

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                            • #15
                              It's all Captain Nemo's fault! If he hadn't raised the bar so much by creating masterpieces such as Red Front and 2nd Front we would all have a much easier time.

                              For my first (and only) scenario to date, The United Irishmen, I had to make use of the events to give the AI moveunit commands, units and gold in order to make it a more worthy opponent. I used two event files for these, but if I had to I could have cut it down to one. Everything I put into it felt like it was enhancing the game - at no point did I feel that I was tweaking it too heavily.

                              I think that the more complex a scenario is, the more deeply you are drawn into it (I spent many an evening fretting over the fate of Leningrad against the German onslaught in RF - could she possibly hold out one more turn!?). Sometimes it is more desirable to have a less involving scenario, one where you can simply dip your feet in, so to speak. It depends on the player and their particular mood.

                              Personally, I think the overall demand on quality after RF has been a move for the best, with the quantity of new scenarios no doubt suffering. In fact, with the anticipation that their authors build up (Stalingrad - when will we get it!) they are now like the blockbusters of the movie world. I don't know whether anyone else gets this analogy, but it more or less sums up how I feel.

                              I believe that the scenarios where you could very well pick any civilization to play as, with the exception of specifically designed PBEM's, is now dead and gone.
                              STDs are like pokemon... you gotta catch them ALL!!!

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