What type of map(story-wise) do you prefer?
- theLuckyDragon
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Maybe, I probably didn't play more than a dozen, I'm really not interested in following the arrows anyway.Corribus wrote:Then maybe you just haven't yet played a good story-driven strategic map.
It can't as a whole but many maps taken separately can easily fit in a category or another. It's all about the ratio between strategy and role playing in this case.theLuckyDragon wrote:it can't be defined as exclusively TBS or anything
Spiritu Insanum
- theLuckyDragon
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Exactly. And all of these maps are played in the same game, which proves its versatility, by the way.Wildbear wrote:It can't as a whole but many maps taken separately can easily fit in a category or another. It's all about the ratio between strategy and role playing in this case.theLuckyDragon wrote:it can't be defined as exclusively TBS or anything
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- DaemianLucifer
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Re: What type of map(story-wise) do you prefer?
First,welcome back,we missed youWildbear wrote:That's completely wrong, most "hack&slash" maps aren't linear when story-driven maps usually are.DaemianLucifer wrote:A linear hack and slash,or a completely opened story driven map?
Second I made two random choces.And there are story driven maps that are non-linear:trapped inside the beast,the wind of thorns,arround the calendar,saga of depieleres,the rife campaigns,etc.You really should try them.
And it is not true that there are no stories behind strategies.Sime are pretty detailed.Look at starcraft for example(I wanted to say warcraft or C&C,but starcraft is without expansions,so you could say that the story behind it is much more impresive).Or the homeworld.Stories can be found even in shooters(HL,thief,deus ex,...).Its not that stories are exlusively tied to RPG genre.
Yeah, exactly when did this topic deviate...?Wildbear wrote:The question is not about the game, it's about the maps.
Anyway, I think any H4 scenario has definetely RPG objects in it. The concept of RPG doesn't necesarily involve story, it's just about growing up and getting rich, in a way.
In my opinion, H4 is clearly the most "RPGised" game of the series. I even made a RPG campaign
- DaemianLucifer
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But you posted very inactively.Wildbear wrote:@DaemianLucifer
I came back weeks ago
Play any of the maps/campaigns I suggested and youll see its not that rare as you think.Wildbear wrote: The question is not if it has a story or not, but if it is story-driven. You can have a story and multiple choices. This happens a lot in RPGs, much less in Heroes maps.
Strategy means making long term decisions. Unfortunately, you don't have to make such decisions in any of the Homm games. It is more a tactical game. In fact RPGs have lots of tactical elements too, espcially the battles.Corribus wrote: I like RPGs a lot, but one thing that is often missing from RPGs is a good strategic element. Heroes offers both, which is why I like it so much.
Veldryn 15:15 And Vel found a dirty old jawbone of a walrus and put forth his hand, and took it, and in his unholy rage, he slew thirty four thousand men and children therewith.
- DaemianLucifer
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Well,with choosable dwelings it did tend to be more strategic,but lets not talk about that cursed part anymore.Veldrynus wrote:Strategy means making long term decisions. Unfortunately, you don't have to make such decisions in any of the Homm games. It is more a tactical game. In fact RPGs have lots of tactical elements too, espcially the battles.
It was a screwed part, not a cursed one.DaemianLucifer wrote: Well,with choosable dwelings it did tend to be more strategic,but lets not talk about that cursed part anymore.
Veldryn 15:15 And Vel found a dirty old jawbone of a walrus and put forth his hand, and took it, and in his unholy rage, he slew thirty four thousand men and children therewith.
- DaemianLucifer
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To get back on topic again...
I was just playing a campaign I had stored in my Map folder for a while. And it made me think about the stories in maps...
What makes a story interesting is the fact that it does indeed correspond to that particular scenario. Everything said in the text should have important effect on the gameplay. In some maps, you could just skip all the text and get a score higher than the map maker's. If I wanted to read a story that doesn't interact with the gameplay then I'd just read a book instead.
My point is, if the story doesn't need to be read, then it doesn't deserve to be read.
I was just playing a campaign I had stored in my Map folder for a while. And it made me think about the stories in maps...
What makes a story interesting is the fact that it does indeed correspond to that particular scenario. Everything said in the text should have important effect on the gameplay. In some maps, you could just skip all the text and get a score higher than the map maker's. If I wanted to read a story that doesn't interact with the gameplay then I'd just read a book instead.
My point is, if the story doesn't need to be read, then it doesn't deserve to be read.
- Metathron
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I'm glad there's a fellow BA enthusiast out there. And I couldn't agree more!Wildbear wrote: One of the best example is my favorite map in the whole Heroes serie: Broken Alliance. Not story driven, several strategies possible, a virtually infinite replay value. That's the kind of map I like to play in a strategy game.
I made some kind of remake of it for H4. I added side quests for the rpg lovers but as said, those are side quests, which means you can disregard them completely. There is a mistake in the title due to wrong translation, I named it "back to the ring" thinking the english title of the original was "the ring".
Whatever, back to the topic, I had something to add: There's one reason why I usually don't like story driven maps: in almost all of them either the story doesn't fit with the castle you choose or it is not allowed to choose you castle and your opponents. If all castle types are static on a map, it always has a similar gameplay, no matter how many times you play it.
Of course a mapmaker could write a different story-line for every alignment, but not a lot of them would do, and they wouldn't do it everytime on a large amount of maps. IMO that's a huge limit for story-driven maps.
Whatever, back to the topic, I had something to add: There's one reason why I usually don't like story driven maps: in almost all of them either the story doesn't fit with the castle you choose or it is not allowed to choose you castle and your opponents. If all castle types are static on a map, it always has a similar gameplay, no matter how many times you play it.
Of course a mapmaker could write a different story-line for every alignment, but not a lot of them would do, and they wouldn't do it everytime on a large amount of maps. IMO that's a huge limit for story-driven maps.
Spiritu Insanum
Unfortunately, you are correct. It's nearly impossible to create a story map that allows the player to pick his/her own alignment (and still make sense). But I think most people who specifically enjoy story maps don't really care that much about that. Of course I could be wrong.Wildbear wrote:Of course a mapmaker could write a different story-line for every alignment, but not a lot of them would do, and they wouldn't do it everytime on a large amount of maps. IMO that's a huge limit for story-driven maps.
"What men are poets who can speak of Jupiter if he were like a man, but if he is an immense spinning sphere of methane and ammonia must be silent?" - Richard P. Feynman
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- Archangel
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This unnamed mapmaker voted for the 3rd choice. I do like to have some sort of story, but I concentrate heavily on the strategic part of the game. keeping in mind the story at hand. But some of you may be like me and play maps from all over the world where story sometimes just cannot be interpreted.
- Gaidal Cain
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On the other hand, the more fixed a map becomes, the more interesting it is in SP, because tuning the AI becomes easier. The game varies from a focus on tactics to a focus on strategy. The less important strategy becomes, the easier it is to make it a good story map. That doesn't mean that story maps can't be interesting strategically, it just means it's very difficult.Wildbear wrote:Of course a mapmaker could write a different story-line for every alignment, but not a lot of them would do, and they wouldn't do it everytime on a large amount of maps. IMO that's a huge limit for story-driven maps.
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett
- DaemianLucifer
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I seem to remember that there was a map like that.It had a different story depending on which race you picked.But I might be wrong.And again Ill mention wind of thorns where you have two completely different stories.Wildbear wrote:Whatever, back to the topic, I had something to add: There's one reason why I usually don't like story driven maps: in almost all of them either the story doesn't fit with the castle you choose or it is not allowed to choose you castle and your opponents. If all castle types are static on a map, it always has a similar gameplay, no matter how many times you play it.
Of course a mapmaker could write a different story-line for every alignment, but not a lot of them would do, and they wouldn't do it everytime on a large amount of maps. IMO that's a huge limit for story-driven maps.
- Thelonious
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Yep, it's the real Wildbear allright.Wildbear wrote:@DaemianLucifer
I came back weeks ago
Well mapmakers do try and give people choices as of how to solve quests and the like...Wildbear wrote:The question is not if it has a story or not, but if it is story-driven. You can have a story and multiple choices. This happens a lot in RPGs, much less in Heroes maps.
Grah!
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