Author Topic: What really makes a campaign?  (Read 4012 times)

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Offline Nuclear1

  • 211
What really makes a campaign?
Before I hear a sarcastic answer of "Fred, DUH", I'll elaborate: what really makes a campaign good? What makes a campaign want to be played over again and spread widely? Characters, voice acting, mission style, length?
Spoon - I stand in awe by your flawless fredding. Truely, never before have I witnessed such magnificant display of beamz.
Axem -  I don't know what I'll do with my life now. Maybe I'll become a Nun, or take up Macrame. But where ever I go... I will remember you!
Axem - Sorry to post again when I said I was leaving for good, but something was nagging me. I don't want to say it in a way that shames the campaign but I think we can all agree it is actually.. incomplete. It is missing... Voice Acting.
Quanto - I for one would love to lend my beautiful singing voice into this wholesome project.
Nuclear1 - I want a duet.
AndrewofDoom - Make it a trio!

 

Offline Singh

  • Hasn't Accomplished Anything Special Or Notable
  • 211
  • Degrees of guilt.
What really makes a campaign?
interest, a good story, a lot of love (playtesting is tough!), skill, mission style variation (cannot have escorts all the time ya know!), plot twists (again, comes under good story) and of course, a few characters. The length doesn't matter, as an example could be DEM, which although 3 missions long, has all the above and is still just plain ub3r!!
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
What really makes a campaign?
It has to be fun to play.

...now that's a non-answer, isn't it? Yet it really is the only possible answer, too.

I have rather enjoyed some campaigns that were utterly mindless. After all, we're all here because we enjoy dogfighting hordes of Shivans (or Terrans, or Vasudans, or any combination thereof) and launching uberpowerful non-conventional warheads at ships over a kilometer long. We want to see stuff blow up. Good gameplay can overcome most, or even all, obstacles.

Being new and different helps. We've all seen a Colossus kill a Sathanas too many times for us to find it very interesting. But how many times have we seen a swarming mass of GTVA corvettes or cruisers do the same? Not many. Sure, the Colossus and Sathanas duking it out looks impressive, but so does twenty Terran cruisers swarming over a Sath and tearing it to pieces. And that's something we haven't seen before.
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Kosh

  • A year behind what's funny
  • 210
What really makes a campaign?
Good plot/story (they go hand in hand)

If there are any custom ships, having them actually work and be well balanced is a good thing

Good mission design/variety, as in not having BOE missions that crash my computer. *Looks at ngtm1r* :p

As bug free as possible, although bugs inevitably show up.

Spelling/grammer isn't a big issue with me, as long as I have the general idea of what is trying to be said.
"The reason for this is that the original Fortran got so convoluted and extensive (10's of millions of lines of code) that no-one can actually figure out how it works, there's a massive project going on to decode the original Fortran and write a more modern system, but until then, the UK communication network is actually relying heavily on 35 year old Fortran that nobody understands." - Flipside

Brain I/O error
Replace and press any key

 

Offline Fergus

  • 28
What really makes a campaign?
A good FREDer and alot of time.
Oh, yes you didn't want the most sensible answer....hmmm.
Not really sure I can add much to what Singh said, though Plot twists arn't really required, just alot of targets.  Or if you're really good, no targets at all.
Generic signature quote blabber

 

Offline pecenipicek

  • Roast Chicken
  • 211
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What really makes a campaign?
letsee... under what categories does derelict come? its all good until the "Derelict" comes in play...
i mean come one? how good can it be? i tried playing through it third and fourth times but i stopped always at the point that the SD comes into play....
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline Falcon

  • 29
Re: What really makes a campaign?
Quote
Originally posted by nuclear1
Before I hear a sarcastic answer of "Fred, DUH", I'll elaborate: what really makes a campaign good? What makes a campaign want to be played over again and spread widely? Characters, voice acting, mission style, length?


Fred, DUH :nervous:

sorry anyways my answer:

Hard work and dedication. Both quantities I lack........... :p

Yep Im as lazy as they come :ick:

 

Offline pyro-manic

  • Flambé
  • 210
What really makes a campaign?
Fun. Has to be fun...
Any fool can pull a trigger...

 

Offline c914

  • 29
    • www.scfi.pl
What really makes a campaign?
interesting good story with meany plot twists, diffrent missions styles.

 

Offline Kie99

  • 211
What really makes a campaign?
I heit baad grammmar and speeling in all of them campains what I donwlode.  Nonoe cud eva accuse me of bard gramar or stuff.
"You shot me in the bollocks, Tim"
"Like I said, no hard feelings"

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
What really makes a campaign?
Quote
Originally posted by Singh
interest, a good story, a lot of love (playtesting is tough!), skill, mission style variation (cannot have escorts all the time ya know!), plot twists (again, comes under good story) and of course, a few characters. The length doesn't matter, as an example could be DEM, which although 3 missions long, has all the above and is still just plain ub3r!!
Five.  (Unless you dropped the "cutscene" missions.)  But thanks. :)

 
What really makes a campaign?
Fun and a thought-out story. Give it a good plot twist or two, and you got it!

 

Offline Grimloq

  • 29
  • Backslash enthusiast
What really makes a campaign?
a chance to save the day is overrated. dont do it :)

having the entire GTVA fleet behind you, and then telling the player that YOU get to destroy that shivan fleet all by yourself will just get otu eaten alive when you are seen here :)
A alphabetically be in organised sentences should words.

 

Offline Carl

  • Render artist
  • 211
    • http://www.3dap.com/hlp/
What really makes a campaign?
A good campaign is:

1. a good story. it has to be inspired, have something original to it.

2. good gameplay. no impossible missions like save a fenris from 24 ashemas, but make at least some of them challenging. added ships and weapons are a plus.

3. in mission voices. I hate having to read the top of the screen while I'm busy occomplishing my goals.
"Gunnery control, fry that ****er!" - nuclear1

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
What really makes a campaign?
Quote
Originally posted by Kosh
Good mission design/variety, as in not having BOE missions that crash my computer. *Looks at ngtm1r* :p


*shrug* Good gameplay varies by the player, unfortunately. (I tried to make that mission easy by having three bomber wings for three targets, each with its own escort wing. Whoops.)
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Lynx

  • 211
What really makes a campaign?
Balancing
Give a man fire and he'll be warm for a day, but set fire to him and he'll be warm for the rest of his life.

 

Offline Knight Templar

  • Stealth
  • 212
  • I'm a magic man, I've got magic hands.
What really makes a campaign?
BIG SHIPS AND ESPLOSIONS!!!
Copyright ©1976, 2003, KT Enterprises. All rights reserved

"I don't want to get laid right now. I want to get drunk."- Mars

Too Long, Didn't Read

 
What really makes a campaign?
Good plot... (What's happening)
Good story-telling... (How the things that are happening, are told)
Varied missions... (Not always doing the same thing)
Athmosphere... (give the player a sense of reality)
Developing a FS2 Campaign:
Corruptible, everyone has a price

 

Offline phreak

  • Gun Phreak
  • 211
  • -1
What really makes a campaign?
A good campaign has these qualities:

1) It will make me want to keep playing just so i can see what will hapen next.  Such campaigns include Sync and Homesick.

2) The campaign tells an interesting story that is believable within the realm of the Freespace Universe and has a definative conclusion (no half-life 2 ending).  Examples include Shrouding the Light, Warzone, Derelict, and The Scroll of Atankharzim (even though three people have played all the completed missions so far)

3) The campaign is fun to play, not tedious or impossible.  The Aeos Affair is ^*@#ing impossible and the last mission in ST is tedious.

4) To quote KT:
Quote
KT came out of the closet to say:
BIG SHIPS AND ESPLOSIONS!!!


I think Inferno would fit rather nicely here.
Offically approved by Ebola Virus Man :wtf:
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phreak317#7583 - discord

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
What really makes a campaign?
Quote
Originally posted by PhReAk
1) It will make me want to keep playing just so i can see what will hapen next.  Such campaigns include Sync and Homesick.
Funny, I thought both those campaigns started getting tedious because they felt so repetitive. :p

On the other hand, I'd say Derelict is a good example of this point, because things change so much over the course of the campaign.

Quote
3) The campaign is fun to play, not tedious or impossible.  The Aeos Affair is ^*@#ing impossible and the last mission in ST is tedious.
Aeos Affair isn't so bad on lower difficulties.  Though IMHO Aeos Affair is interesting enough that I didn't mind the challenge of playing it on higher difficulties - something that's very hard for a campaign to accomplish.  A couple of month ago I managed to beat Aeos Affair on Medium, and found it a very rewarding experience. :) Though in general I quite agree... if a campaign is hard and is unremarkable in terms of interest, I'll abandon it without a second thought.