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Campaigns and Playtesting
12-05-2010, 11:16 AM,
#4
RE: Campaigns and Playtesting
(12-05-2010, 10:53 AM)Liquid_Sky Wrote: Of course, I see no reason why the scenerio notes cant put an automatic victory condition in it. Like the Russians capturing Kharkov in Kharkov '42. Game over. No need to play further. Or the allies losing a beach in Normandy '44. The engine doesnt have to tell me, or my opponent, our eyes can see it.

Spot on Liquid Sky. This is why we built the separate campaigns with clear, mainly singular goals. In the case of the Soviet's in Operation Star it's capture Kharkov - do that and you win. The time limit is setup so it ends on the evening of the day that happened, so again there is a tie back to the historical.

Whether there is a numerical measurement or a gut feel, most people know when they have won or lost. As a scenario designer we try and provide the history behind the situation you are playing and then setup the forces and other parameters to match your historical counterparts.

For me (and it was the key focus of the scenarios released in Kh43) was to have players understand why the path taken by the protagonists was taken. It drove the need to have exhaustive history notes included with the game so the scenarios could be understood in the overall context.
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Messages In This Thread
Campaigns and Playtesting - by Marquo - 12-05-2010, 01:34 AM
RE: Campaigns and Playtesting - by Jazman - 12-05-2010, 10:44 AM
RE: Campaigns and Playtesting - by Liquid_Sky - 12-05-2010, 10:53 AM
RE: Campaigns and Playtesting - by Strela - 12-05-2010, 11:16 AM
RE: Campaigns and Playtesting - by Volcano Man - 12-05-2010, 04:24 PM
RE: Campaigns and Playtesting - by Strela - 12-05-2010, 09:37 PM
RE: Campaigns and Playtesting - by Marquo - 12-06-2010, 12:12 AM
RE: Campaigns and Playtesting - by Strela - 12-06-2010, 12:31 AM

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