Missing the Map Editor
- Psychobabble
- Spectre
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Missing the Map Editor
I'm sure I'm not the only one in this situation. I really enjoyed the campaign, but there's only so much life in them and I have a very limited tolerance for replaying maps. When this happened to me with H4 it was no problem because 3-4 months after the game was released custom maps started rolling off the conveyor belt. Some of the early ones, like Allies, were fairly simplistic but they got more advanced and enjoyable as people figured out the map editor (eg. dark forest). But not so here, I'm done with the single player game (including a sampling of the less than inspiring single scenario maps)
Ubi/Fabrice's argument that people don't want fan made maps right on release is definitely correct, but it misses the point that fans won't be able to get their head around the map editor and start producing maps the day patch 1.3 is released, either. In the mean time I think that a lot of people who aren't particularly committed to the game will drift to other things, reducing the audience for the inevitable xpack. I hope not, but that's the way I see it...
Ubi/Fabrice's argument that people don't want fan made maps right on release is definitely correct, but it misses the point that fans won't be able to get their head around the map editor and start producing maps the day patch 1.3 is released, either. In the mean time I think that a lot of people who aren't particularly committed to the game will drift to other things, reducing the audience for the inevitable xpack. I hope not, but that's the way I see it...
Right. The lateness of the map editor reveals the developer's profound misunderstanding of the reasons for the game's success. Heroes was among the first games where players could create new, complete scenarios. And Heroes is a game that is as much about the scenario as the heroes and their armies. Where games like Doom and Diablo are more about guns and monsters, in Heroes locations and adventure objects are a big part of the game.
For casual players, the constant flow of new material keeps the game fresh and makes it a better value. To serious players, mapmaking offers a way to deepen the experience. To everyone, the sharing of maps helps create a community where players can get to know each other beyond just finding online opponents.
If they had been smart, they would have done the editor properly to begin with and made a limited release to experienced mapmakers. This would have gotten them good feedback on the product and also jumpstarted the mapmaking process. By now there would be dozens of maps to play and the developers could concentrate on the expansion.
I'm sorry to say, that I have found that many 'pros' in this business tend to treat people like us with disdain. They belittle our work, I think, because they are insecure within their own world and feel threatened by what we do. I don't know that this is the situation at Nival, but it is apparent that user-made maps are not considered an important facet of the game. And you can't blame this entirely on marketing.
For casual players, the constant flow of new material keeps the game fresh and makes it a better value. To serious players, mapmaking offers a way to deepen the experience. To everyone, the sharing of maps helps create a community where players can get to know each other beyond just finding online opponents.
If they had been smart, they would have done the editor properly to begin with and made a limited release to experienced mapmakers. This would have gotten them good feedback on the product and also jumpstarted the mapmaking process. By now there would be dozens of maps to play and the developers could concentrate on the expansion.
I'm sorry to say, that I have found that many 'pros' in this business tend to treat people like us with disdain. They belittle our work, I think, because they are insecure within their own world and feel threatened by what we do. I don't know that this is the situation at Nival, but it is apparent that user-made maps are not considered an important facet of the game. And you can't blame this entirely on marketing.
Before you criticize someone, first walk a mile in their shoes. If they get mad, you'll be a mile away. And you'll have their shoes.
- Psychobabble
- Spectre
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The H4 map-makers should certainly feel threatened by what unpaid map-maker's did . There isn't a single H4 map (campaign or otherwise) which comes close to displaying the creativity and skill (not to mention gameplay!) of the best user made maps. I hope it will be the same with H5 one day, and that will depend on how powerful the tool they eventually supply is and how many potential map-makers are still interested in the game when it is released.Caradoc wrote:I'm sorry to say, that I have found that many 'pros' in this business tend to treat people like us with disdain. They belittle our work, I think, because they are insecure within their own world and feel threatened by what we do.
- Sir_Toejam
- Nightmare
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I couldn't agree more. i spent an order of magnitude more time playing custom scenarios and campaigns for H4 than i did the original campaigns and expansions combined.There isn't a single H4 map (campaign or otherwise) which comes close to displaying the creativity and skill (not to mention gameplay!) of the best user made maps.
some games, like NWN, started off with the idea that fan made mods would end up being most of the content, and boy did that pay off.
maybe someday publishers will figure this out, and listen to what the devs try to tell them.
*sigh*
One thing is certain: they will have to get the map editor right the first time. To attract mapmakers, they need a tool that is powerful, easy to use, and does not put constraints on the mapmaker's imagination.
If the editor fails to gain immediate acceptance, the mapmakers will not produce maps, players will wander off, and the whole franchise will collapse.
Mapmakers now have options like NWN, which was designed for modding and for mapmaking. Why should we labor on a game where the developers do not appreciate us enough to provide the kind of tools we need?
What makes me nervous about this is the failure to provide modders with access to what they need to create new artifacts, heroes, and objects. XML makes it easy to expose the settings for things like mana regeneration, but Nival has chosen not to do so. In CIV, there are all sorts of new units, resources, and civilizations made by modders. Can I believe Nival will provide mapmakers with enough control over the game? Say what you will about Heroes IV, the scripting language was damned good.
If the editor fails to gain immediate acceptance, the mapmakers will not produce maps, players will wander off, and the whole franchise will collapse.
Mapmakers now have options like NWN, which was designed for modding and for mapmaking. Why should we labor on a game where the developers do not appreciate us enough to provide the kind of tools we need?
What makes me nervous about this is the failure to provide modders with access to what they need to create new artifacts, heroes, and objects. XML makes it easy to expose the settings for things like mana regeneration, but Nival has chosen not to do so. In CIV, there are all sorts of new units, resources, and civilizations made by modders. Can I believe Nival will provide mapmakers with enough control over the game? Say what you will about Heroes IV, the scripting language was damned good.
Before you criticize someone, first walk a mile in their shoes. If they get mad, you'll be a mile away. And you'll have their shoes.
I've stopped playing HOMM V. I beat the campaign twice. The computer froze on me a few times during the custom maps. And the only thing that will get me to play will be some fine maps from fans. I do not have the skill or patients to make them myself, so unless there is a random map generator, I don't think I'll be playing for a bit now
- Grumpy Old Wizard
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Since UT posted a screenshot of the editor I assume he is playtesting it. Hopefully Ubi/Nival listens to their editor beta testers when they say "this works, this doesn't work, and these are the additional features we need."
As has been pointed out, the fan made content is the lifeblood of the franchise. Nival needs to go to great lenghs to made sure it is powerful and user friendly.
GOW
As has been pointed out, the fan made content is the lifeblood of the franchise. Nival needs to go to great lenghs to made sure it is powerful and user friendly.
GOW
ETA for Map Editor?
Any eta for the map editor? Seems like it should of been available by now.
- Grumpy Old Wizard
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- Ururam Tururam
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It was only an unofficial leak.Grumpy Old Wizard wrote:I believe they stated it would be in the 1.3 patch
Your choice to believe in it or not.
Hoc est opus!
UT homepage: http://urtur.webpark.pl
UT homepage: http://urtur.webpark.pl
- Sir_Toejam
- Nightmare
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heyo UT!
totally OT (hmm, maybe not, considering) but I played several of the maps you've made for the Homm series over the years.
thanks for some great work. I recall having thoroughly enjoyed the "dusk of technics" map for hommIV.
hopefully, we'll see more once they finally release the editor for V.
cheers
totally OT (hmm, maybe not, considering) but I played several of the maps you've made for the Homm series over the years.
thanks for some great work. I recall having thoroughly enjoyed the "dusk of technics" map for hommIV.
hopefully, we'll see more once they finally release the editor for V.
cheers
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