Author Topic: What makes campaign designers tick?  (Read 5563 times)

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Offline DragonClaw

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What makes campaign designers tick?
  HT will probably have cutscenes as well(if I figure out this Lightwave6 program, can't make heads, tails out of it. Can't get renders to actually show the textures-Anyone know how?) Even if I don't I have a pal that can do it for me. Anyway what makes me tick is the idea of actually playing the scenario/campaign.

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Offline IceFire

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What makes campaign designers tick?
Well I think I'm going to echo the thoughts of others here but let me see if I can expand a bit.

 
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Yet nobody gets paid, nobody gets a job. Rather, we spend extra time lovingly making these creative brainstorms.

You almost answered the question yourself Arnav.  There is a certain release in being creative.  When I decide to do a campaign or a mission, its based on a need to have a creative outlet.  I think that there is a story that I want to tell others and so I go and write about it for a while and I see if I like the idea or not.  Sometimes, I like it just for the sheer fun factor of making a living, breathing (metaphorically) mission with events happening.

The biggest draw is to bring another person into your personal world and tell them what you think would happen if or what the next logical progression is.

It took me some time, but I eventually learned the ropes of mission and campaign design.  Writing within an already established universe makes it more difficult because you want to introduce new elements without going over the old ones, or worse yet, contradicting what happened before.

With both Warzone and BlackWater Operations, I've gone over the story of FreeSpace 2 and sometimes even FreeSpace 1 and Silent Threat to ensure that my ideas fit the universe and that they are acceptable to it.  This is perhaps a downfall with many missions I've played is that alot of the things happening are not plausable, or at least not explained so that they are.

Shivans all of the sudden attacking has become cliche, although I did it with Warzone anyways but I think I presented my ideas fairly well.  IF I do Shivans again, I want to do it differently from another angle and another perspective.

Another thing that has become cliche is the "Terran Rebels".  We've seen alot of missions where there are those gosh darn Terran rebels creating problems again.

No, you can't totally escape either cliche, but Ace showed in Twilight that an insurgency can be a little more than a bunch of bad guys with pesky ships that show up and ramble off annoying catch phrases.

There are always lots of issues and lots of critics on the ideas presented (I'm one of them, im not innocent of picking other peoples works to pieces either, but I do give mad props to people who did it right too) but ultimately when it comes down to making campaigns, its fun to tell a story and have a creative release.
- IceFire
BlackWater Ops, Cold Element
"Burn the land, boil the sea, you can't take the sky from me..."

 

Offline Shrike

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What makes campaign designers tick?
I'd have to say the hardest thing ATM with respect to UoW is trying to show the rationale for the existence of Ice's 'Terran Rebels' in a game format, something which due to it's invariably action-based format is nearly impossible to do in anything more than the shallowest form.
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR KEYBOARDS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUMS WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

 

Offline Ace

  • Truth of Babel
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    • http://www.lordofrigel.com
What makes campaign designers tick?
Creating the immersion as well as attempting to avoid cliche' without breaking from a familiar template is rather difficult.

A major folly in how non-cliche' material forms is in it's interpretation. Take for example Frank Herbert's Dune which between the movie released in the '80s and the sci-fi channel's movie, are entirely different.

Similarly, you can't take something such as FreeSpace and deform it too much from the original context or take the threat of each player's seeing it in such a drastically different view, taking their own opinions with it.

These are my reasons for sticking close to an easy to understand blackplot. (i.e. rebels in Ikeya part of something bigger, playing with Shivan behavior changing tech)

Now in a sci-fi project of mine which I'm slowly working on which is unrelated to FreeSpace will give me the freedom to work on philosiphy, religion, abuse of power, and technology all in a framework not restrained by the limitations of telling a story in a FreeSpace campaign style.

Just remember this on campaigns, that when making one interpretation is a weapon against you.

Even Twilight is open to much interpretation with the character-sub plots which remain mostly static in the campaign's course. (but do explain motivations)

Overall, I've used this interpretation as a weapon against the player to raise doubts without making it point-blank as in FreeSpace 2 to the point of making the player not trust in their faction. (i.e. the GTVA)

That is something that also needs to be avoided, subtle mistrust and undertones should remain to keep you on edge and unsecure, but never blatant lies unless it's extremely clear what you're up against.

I should make this all an FSW editorial  

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Ace
Staff member FreeSpace Watch
 http://freespace.volitionwatch.com/
Ace
Self-plagiarism is style.
-Alfred Hitchcock

 

Offline Black Ace

  • The Traveler
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What makes campaign designers tick?
Whatever happened to that Freespace Reference Guide? It outlined everything about Freespace, quite a useful resource for those interested in following all aspects of the storyline.. I mean, I have a piece of it stored on my computer, the timeline of events from the first encounter with the vasudans through the capella explosion... Its neat to use actual consistant dates, etc. when referencing such things in briefings, etc.

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Offline Setekh

  • Jar of Clay
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    • Hard Light Productions
What makes campaign designers tick?
Well, I guess I'll know soon enough. But my drive is storytelling. I love to be able to tell a story - making a campaign is another way to convey what I want to show, just like a fan fic or render.
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
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THE HARD LIGHT ARRAY. Always makes you say wow.

  

Offline CobaltStarr

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What makes campaign designers tick?
 
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Originally posted by RKIF-DragonClaw:
(if I figure out this Lightwave6 program, can't make heads, tails out of it. Can't get renders to actually show the textures-Anyone know how?)

I can help you out in the LW6 department... Just e-mail me with exactly what's wrong and I'll do my best to fix the prob...  

[This message has been edited by CobaltStarr (edited 05-28-2001).]
HLP's... Ummm... Can I get back to you on that?
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