It's harder to offer multiple choices in Heroes and see the consequences of each choice out to the very end. It just gets too complex to handle. (Although, I've done it in limited capacity - see my H2 map Nosferatu for an example). Actually some day I plan to get back to Cave of Dreams and we have a more open story planned that will have ramifications on the story-line in future maps. The scripting capabilities offered by H3 definitely opens up many more possibilities for open story lines. We (or rather, I) didn't make a nonlinear story in THUNK and earlier maps because I was still learning the capabilities of the editor. But anyway, I suspect that the H4 engine offers similar room for "choose your own adventure" story-lines, although I haven't really seen this implemented (though I haven't played too many H4 maps either...) Unfortunately pre-WoG editors just aren't powerful enough to really do it properly.Thelonious wrote: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.
I think if H5 offers an editor as powerful as the H4 editor AND the game doesn't stink - you'll find some more maps with nonlinear stories are being created.
(Actually - I'm a little surprised by the results of this poll. Although it can hardly be considered a large-enough sample size to statistically prove anything, I would have predicted a much more even distribution, even a little tipped towards non-story maps. I guess there are at least 7-14 people who aren't afraid of a little in-map text )