Therefore, in response to the epiphany, I present:
The Ultimate List of things that make your map fun
(This applies to both BW and SCII, although most examples I mention are taken from Brood War.)
1. Game Replay Value
I cannot stress sufficiently the importance of replay value. No matter how great your map is, if it is the proverbial “same sh*t” every time it is played, people will stop hosting it after a while, just because they played it already and don’t feel like repeating the same stuff all over again. Linear RPGs suffer this fatal flaw: play it once and you saw it all. Is there any allure in grinding up again from scratch, just to read all the dialogue and play all the quests the same way you did the first time? Of course there isn’t any.
*While replay value is not essential to making a good map (just like how Portal can be an awesome game even with its short length and lack of difference between each playthrough), it is absolutely necessary to have replay value if you want your map to become widespread on Battle.net.
This brings us to:
Ways to generate replay value for your map:
This kind of replay value is an endless tap; they will never exhaust themselves within the lifespan of a mortal human being, and thus will guarantee that your map will continue to be hosted even after years, if it is designed very well. Try to strive for this in any map you make, because maps with these elements are genuinely fun, as opposed to maps with “fake replay value”.
-Give players strong control over the outcome of the map. This is when the players “lead” the map to go the way they want it to, by getting what they want when they choose to do so. The Desert Strike and Nexus Destroyers series do very well in this category because players shape their own armies with precise control, effectively allowing limitless combinations of strategies. With AoS-style maps (cf. Temple Siege), this is achieved with level-up systems that let players decide on what aspects of their hero they want to buff, and choices on what to spend a limited amount of resources on (Upgrade my skills, or make mines and other beneficial buildings?). Essentially, the more choices a player has, the higher your map’s replay value will be for this category, as players will be able to make almost endless different series of choices to affect gameplay substantially.
-Incorporate interactivity between players. This is where we draw the line between PvP and PvE style SC maps. With well-designed player-versus-player maps, the possibilities are nearly endless with players pitted against other sentient beings who have skill levels ranging from n00by to godly. 7v1 Comp Stomp maps and PvE open RPG maps were insanely popular for a while, but they eventually faded after a while, simply because there is only so much you can do in a game against a computer/preprogrammed storyline. (Remember Avalon? No? Exactly.)
-Integrate a strong competitive aspect. Just like the previous point, this is where we find maps that are essentially player-versus-player where the balance can swing either way depending on player skill. Again, this is why AoS/Desert Strike/Diplo/RISK maps are so popular: players enjoy competing against other players, and the act of defeating other players (Counterintuitively, it’s not the act of winning as much as wiping out other people. There’s a reason that “The Banning Game” is an all-time favorite of pubbies; everyone is sadistic in some way, and they enjoy the momentary feeling of power they obtain from banning someone over the internet.) The competitive aspect is, after all, the only reason there’s a StarCraft progaming scene in South Korea right now. Even if the map isn’t directly player-versus-player, a leaderboard of some sort can encourage players to compete as well, as is seen in the silliness that is “1 Billion Zerglings”.
Ways to generate limited replay value for your map:
This kind of replay value is finite; players will play it more often than once, but they will exhaust all possibilities after enough time has passed, and stop playing after that. This is not to say “avoid these elements”, because having them is not bad at all; it’s the act of having ONLY these types of replay values that damages your map’s lifespan.
-Allow different potential outcomes/gameplay styles on each playthrough. This mainly applies to RPGs and AoS maps, and it is done either by letting the player choose different heroes/characters, or allowing multiple endings based on the success of the gameplay time. We see the former a lot more often than the latter simply because it is infinitely simpler to create a map with multiple heroes than it is to create a map with multiple endings, but both have the same effect of drawing the players in with the “how will the game play out if I did this instead?” aspect. Forcing the players to choose between upgrades and extra lives, or making it so they can only learn four out of six spells are also easy ways of implementing this.
-Unlockable content. This is exceedingly rare in SC UMS maps because it is nearly impossible to detect whether a player has accomplished something in a previous game, barring painstakingly-designed password systems that I only remember seeing once in an obscure and unfinished RPG game; but if it is implemented correctly, it will generate strong incentive for replays, just so the player can unlock even more characters/effects/tricks by playing all over again. (Individual Lurker Defense secret combos, anyone?)
-Achievements. I hate using this tactic, but it works well. And I mean REALLY well. You cannot imagine how many times players will replay a map that gives some secret bonus for having a perfect run through some portion/minigame.
Ways to generate fake replay value for your map:
I personally detest this type of replay value, mainly because it does not constitute “genuine” replay value. It makes the map more challenging/frustrating at the expense of fun, and is generally not recommended, even though it does have the effect of making people play it over and over again. Again, this is not fun. The only real positive to using these tactics is making people play your map over and over again; they may not necessarily enjoy it.
-Defeating the player frequently (or making it very easy for players to fall into an unwinnable situation). The scourge of all SC maps, and the reason Strip Sakura/Impossible Scenarios/Snipers maps are hosted all the time. Players die so often that they spend more time in the lobby than in a new area of the game they have not seen before, especially with people who do not know the map by heart (e.g. finding out there’s a DT on null terrain, the hard way). Beating these maps will often require memorizing patterns/locations/everything else and a painstaking pixel-perfect navigation through the obstacle course of a map until the map is beaten, often for a trivial reward other than the feeling of accomplishment at achieving an arbitrary objective in a video game.
-Allow the players to “fail” at aspects of the map without defeating them. This is accomplished by allowing players to “fail” a stage in a puzzle/RPG but allowing them to move on regardless, thus creating incentive for players to do it all over again for a “perfect run”. Timed high-score systems frustrate to no ends with this, because then you see the “187 of 192 enemies killed” leaderboard and can’t help but exclaim “FFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUU-”.
-Introduce an element of randomness. The “random” aspect of a game can go a LONG way in making it popular and high in replay value, by making people want to play it again just to get something different. See how Helm’s Deep RH is infinitely more popular than the original Helm’s Deep? This is why. Phantom/Random def/Random Micro Arena/etc. are popular not because they are well-made, but because they have this “random” aspect that draws people in. I personally perceive this as an underhanded tactic in making people play your map even though there is nothing “new”, by creating a pseudo-lottery that players automatically participate in. But if you have to resort to this, then by all means go ahead, since the masses seem to like it.
2. Gameplay Length
This is the length of time that your map will last during an average playthrough. While SCBW is not designed for playing longwinded RPGs, this is a very substantial quality to consider for SCII, where you can design games that easily last for hours, if not days, due to the vastly superior aesthetics of the game and the possibility of developing an RPG-oriented game engine. The problem is the play time of your map: is your game too short or too long?
Short ‘n sweet games:
These are quick, short games meant to be played for only a few minutes at once; this type of game is not created by slapping a ludicrously short timer on a long map that is almost impossible to do in one run; that creates fake replay value, as explained above, and makes for an arbitrary and unnecessary forced ending of the game.
(I know that speedruns and time challenges are extremely addictive in other games, but this is SC UMS where no data is saved after each run. It does not work that way, not without some substantial ingenuity in design.)
-They should be gameplay intensive. When people play a short game, they expect it to be action-packed and interesting, not “sit around for five minutes to move onto the next stage”.
-Do NOT pad your game with mandatory tutorials, especially when they are designed to be short. It’s a huge waste of time.
-They MUST have replay value if they are going to be this short. ‘Nuff said. This should be fairly obvious.
Medium-length games:
These games last between 15 minutes to an hour, and usually have to be PvP to be this length and still satisfying. Some things to keep in mind:
-This is not a short game padded with unnecessary cutscenes/tutorials/unnecessary boot-up times/five-minute long respawns/etc. They must be interesting throughout the course of the gameplay by offering the player something to do at all times, and that something better be new and not a task they performed before on a previous playthrough.
-This is not a long game with ridiculous timed limits. I have mentioned this before, but it is worth stressing again. Timed missions/quests/survival maps are bitches. They are not challenging; they are just frustrating.
-They must have reasonable objectives stated at the start of the game. These games are short enough that players have to know what they’re trying to do at the start; people tend to quit when they have no idea what is going on. This, however, does not warrant a 5-minute cutscene tutorial that people can’t skip.
Long games:
These games last anywhere from 60 minutes to half of a day; Labyrinthos and a lot of the huge RPGs come to mind.
-They should be interesting. A 256x256 one-life snipers map where you literally move half of a screen every five minutes due to the density of the enemies is not fun, and most people will quit very quickly and never play it again.
-They should progress in difficulty at a reasonable pace. When moving from one area to the next, it should be expected that the player will have gained sufficient levels to survive adequately in the next region. Jumping from 5 hp 2 attack zerglings to 60 hp 25 attack vultures is NOT a reasonable region gap, and putting a 6000 HP 180 attack siege tank for a boss at the end of an area when your character starts with 4 hp and 2 attack is just terrible.
-Forced grinding should be avoided at all costs. Remember that this is StarCraft and not an online MMO where your character is saved. A 16-hour RPG where 15 hours are spent grinding for the impossible final boss is not really 16 hours long, and a dungeon that requires a 1/256 key drop from a golem that takes 5 minutes to kill each time is not really a long dungeon. (“Kill-x enemies” quests are occasionally acceptable, when that “x” isn’t a three-digit number.)
-Do not make the player waste 5 minutes walking from one place to the next. You have “Move Unit” triggers. Use them.
-Turn-based RPGs should not have ridiculously long turn times. I played a Final Fantasy clone map where the mere act of attacking took about 30 seconds as the game created explosions everywhere and used a slow 4-reaver 1 damage DDS system to whittle down the enemy HP. Just no.
-Side quests suck. I can destroy mountains, call upon the powers of the underworld, summon magical spells that decimate entire fields, but you’re telling me I can’t move past these nuke silos or open this fragile-looking gate until I save 15 civilians and kill 250 dragoons after making a sacrifice of 1500 minerals to your god Xenu at the monster-infested altar in the middle of nowhere? What is this I don’t even
3. Gameplay Difficulty
This is where many, MANY mappers screw up. A game’s difficulty lies not just within the challenge of beating the game: the difficulties in learning the game/fighting other players/controlling your character are present as well.
What defines “good difficulty”:
A map with “good difficulty” is fun. It is challenging, but not so challenging that it takes 38749829342379 tries to beat, and can be reliably completed by a skilled player without memorizing specific movement/shot patterns. Some things that make your map have “good difficulty” are listed below:
-Its difficulty should be skill-dependent. A map should be beatable by any player who has moderate skill after a few tries; it should not, however, be beatable by a complete noob who just happens to know where all the hidden powerups/treasure chests/MONEY9999999999 triggers are. No one joins UMS games to play something that requires the same level of skill as Snakes and Ladders.
-It should be beatable regardless of what path the player chooses or how many players are present. Again mainly applicable to RPG maps, they should be beatable by any number of characters and not force a full house. Hour-long maps that require 6-7 players to beat and do not adjust for leavers are just annoying as fuck. RPG boss invincible to every character but the rogue? Not true difficulty. Sorcery RPG does a very good job at this: You can win the game with any of the five characters, yet it is not so easy as to allow people to just blaze through the game with a party of five. The difficulty and gameplay time are about the same regardless of party size.
-Characters should be balanced. AoS maps like Temple Siege suffer greatly from this, especially when one character happens to match up against another character who is just, in every way, superior to him in 1v1 combat. Volt vs Archer? Too bad if your shockwave misses. Not only can a hydralisk outmicro an archon outright, it even has a devastating level 1 spell to own you. Rock-Paper-Scissors gameplay is just annoying.
-Luck should not play an extremely substantial role in gameplay. It is okay if the luck can be somewhat subverted by good playing on the player’s part, but it is not okay if the luck simply screws you over outright. Having an enemy cast a 2% kill spell on you and seeing it proc is never fun.
What defines “bad difficulty”:
This kind of difficulty is most often deliberately added o the game just to make it harder, and is often dumb and terrible. Examples include giving enemy computers maphack in a snipers game, and the entire freaking Lizard 37 map. Maps with this kind of difficulty often reek of these elements:
-Aspects of the game that can’t be beaten other than via astronomical dumb luck, often because the solution isn’t hinted at in any way whatsoever. Sometimes, only the map maker knows how some triggers work, and figuring it out takes a frustratingly long time by even the most skilled of players simply because it is coded to screw with you. Puzzles should be solvable within a reasonable amount of time with the information that is provided to the player, without brute-force experimentation.
-Bastardized controls that screw with your gameplay. Eggball uses EUD selection and a location grid to achieve what would be a trivial task: moving your unit. While that is the entire point of eggball and part of the reason why it is fun for some people, it annoys others substantially. Having this incorporated into another game where the game would be far better played without is nonsensical. Imagine having to play melee SC with eggball-style controls and having to type out “Build SCV” in chat to make it.
-Having only one life that is lost in one hit, especially in extremely long games. While that makes the game have fake replay value, it’s annoying as hell. Fighting through 3 hours worth of enemies to die in a single hit will probably result in a voided warranty and a lot of glass shards. Don’t do that to your players. Maps like Impossible Scenarios should just restart a current round rather than forcing players to start all over again at round 1.
-A task that is technically possible but not realistically feasible. Okay, so a vulture can theoretically kill an infinite number of zerglings and zealots. That doesn’t mean a micro map with 1 vulture versus 1 billion zerglings is “fun” or “challenging”. It’s just stupid. Same concept applies to other “challenges” that you may decide to add to your map: don’t make it ridiculously hard.
-Battles that revolve around no more than “who has more of x”. Especially prevalent in AoS games where it boils down to “who has better spells” or “who has more mana”. That isn’t skill. Make it so slightly weaker players can defeat a player who has better stats through superior gameplay and tactical use of in-game elements.
-Ludicrous imbalances down to the core of everything. Again a plague of AoS games where the drastically differing movesets are annoying as hell. It’s okay if a weaker character at the beginning grows stronger as time goes on; it’s not okay if you’re stuck with “night vision”, “healing beacon”, “splash”, and a bunch of worthless team-buffing spells while your opponent gets “flaming arrow”, “meteo”, “quake”, and a bunch of spells guaranteed to rape you in one trigger cycle if he as much as gets vision of you.
-Everyone is overpowered. Just because there is a game breaker doesn’t mean you can balance it out by making every character broken. There’s no fun in trying to play a game where you get 1-hit by the ultimate spell of your enemies all the time and it boils down to “who can press the button faster” matches.
-To be Completed Later
Post has been edited 7 time(s), last time on Jun 15 2010, 12:08 pm by Aristocrat.
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