Author Topic: Battle of Endor discussion  (Read 14322 times)

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Offline NGTM-1R

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Battle of Endor discussion
Starting a possible edit-war over the BoE Syndrome article. Might want to pay attention.
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Offline karajorma

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Yeah, not the best idea. Especially as the stuff you added back in is basically an ad hominem argument.
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Offline NGTM-1R

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Citing your opponent for arguing from ignorance is not ad hominem. Reference your, and mine, and god knows who else's arguments with TrashMan.


EDIT: I feel it valuable to make an important point here, one that (to my chagrin) just came to me.

The bias against Battle of Endor missions exists because everyone does them first; BILC (that's Because It Looks Cool for those of you who can't figured it out.) in action. These flooded the fandom in the early days, prompting Zarathud to write his article.

But he got it wrong. He singled out the mission type and not the inexperience of the makers as the problem. It isn't. Or rather, in a much more subtle way then what everyone who argues against the creation of BoE missions likes to think, it is. The mistakes everyone likes to cite against the mission type are mistakes I have seen, and made on my own, in non-BoE missions many times. They are universally in that setting regarded as mistakes born of inexperience, and rightly so.

But a Battle of Endor-style mission is the least forgiving type of mission one can make.

The current wiki article recognizes this; not in so many words, but its repeated admonitions that those without experience or willing to devote considerable attention to detail should not build BoEs ought to make it clear. Zarathud's article does not recognize this. Saying he was inexperienced is a more palatable alternative then saying he was outright wrong, I suppose, but now it's very tempting to say just that.

So yes, the problem is with the mission type. If you screw up here, it's going to show up bigtime. If you screw up in a duel between two cruisers and their supporting fighters, nobody might ever notice.

EDIT THE SECOND: Major revision underway based on stuff above. Deal.
« Last Edit: June 21, 2008, 12:03:18 am by ngtm1r »
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Battle of Endor discussion
Something tells me that the two of you are using the same phrase to describe two different kinds of mission.

 

Offline WMCoolmon

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I feel like the article itself is inappropriate and is mostly an opinion piece. There are many, many more things for newer FREDders to learn. There are many more pressing problems than Battle of Endor missions. Having such a large article in the first place is going to put people off of experimenting with them altogether.

If an article as long as the current one is going to be dedicated to a certain type of mission, it should be written in a how-to format, with common problems and things to look out for and solutions, plus some notable examples.

"Battle of Endor Syndome" IMHO is an inherently biased title because (A) it's possible to create a good, fun Battle of Endor mission and (B) there aren't many Battle of Endor missions that I know of, unless you're being really unforgiving with that title. I'd be hard pressed to think of any mission with more than two destroyers per side.
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Offline Mongoose

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What I've always found amusing about the term "Battle of Endor" is how its common usage doesn't seem to jibe with the actual event it refers to.  People generally define it as describing a mission where the player's single ship has little to no impact on the outcome of the battle...yet the original event featured a suicidal A-wing and a clunker of a Corellian freighter making all the difference. :p

(And yes, I know what the term is actually referring to, but that doesn't change the irony.)

 

Offline WMCoolmon

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I would say, what's wrong with the player not making a difference? Why inherently favor any mission that makes the player the hero of the game? Sometimes media can be entertaining without direct participation (see TV or movies).

It could be the payoff for a serious of grueling, time-limit missions; you, the player, set everything up with a serious of covert intrusions, and then you get to watch as your fleet blows the crap out of the other side's fleet in a vicious battle, while you get to hang back and take out targets of opportunity or fleeing ships.

A lot of people praise the 'grunt' aspect of Freespace 1, after all.
-C

 

Offline NGTM-1R

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Okay, all in favor of nuking the whole thing or at least radical revision of the existing article, please raise a convenient appendage?
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Offline karajorma

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If you mean the Battle of Endor Syndrome rather than the FRED and the Battle of Endor Syndrome article I fully agree. The former doesn't define the term properly and then goes off on a rant about it. A BoE mission is NOT any big mission with lots of ships. Battle of Endor Syndrome is a derogatory term used for any big mission where the size size of the mission is the primary cause of many of the design mistakes.

The original article however has historical significance and also talks about what was at the time a real problem.

I would say, what's wrong with the player not making a difference? Why inherently favor any mission that makes the player the hero of the game? Sometimes media can be entertaining without direct participation (see TV or movies).

The player doesn't have to single-handedly destroy the Death Star in order to make BoE mission into a good one. His input doesn't have to decide whether his team win or lose the battle but he must have some influence on it. If the player's input has no effect on the eventual outcome of the battle then the mission is badly designed. Far too many BoE missions consist of the player flying around taking out fighters while the capships simply get on with resolving their own battle.

The point of the player making a difference is that if the player can fly out of range, put his feet up, have a cup of tea and still win the mission it's a bad mission.

You can compensate for this by giving the player a task to do within the mission which does balance on a knife-edge. Whether it's protecting troop transports on the edge of the battle, taking out a destroyer's super-weapon or blowing up something big doesn't matter as long as it's something important to the plot line which does have consequences. The big mistake most BoE designers have made is scripting the capship combat and then reducing the player's job to flying around shooting from the large selection of fighter craft while the game gets on with the real story.
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Offline NGTM-1R

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Battle of Endor discussion
Now taking suggestions on the possiblity of moving the FS Shorthand article somewhere else slightly more prominent, considering the terminology used ingame doesn't match reality, but is rather critical to making sense of things.
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Offline Zarathud

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I think the debate over the Battle of Endor syndrome deserves its own discussion.  It's been raging for years, and I'm continuing it on the wiki.

I would suggest that the bit on the story limitations be restored, as that is the most relevant to experienced designers. 

While I'm going to disagree in advance, I'd rather see someone give a coherent defense of the mission style.  The defense of BoE missions has become disjointed and basically says only "other people have done it" without explaining how they arguably got it right.  It's not an argument that "it can be done if you're experienced, but not if you're inexperienced."  That's redundant and a decent defense would explain what an experienced FREDer would get "right" that an inexperienced person would otherwise get "wrong."  karajorma has some good points, but I'd say that the better design decision is to give the illusion of the battle and avoid the flaws of a larger, unmanageable battle.

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I feel like the article itself is inappropriate and is mostly an opinion piece. There are many, many more things for newer FREDders to learn. There are many more pressing problems than Battle of Endor missions. Having such a large article in the first place is going to put people off of experimenting with them altogether.
While opinion, I think the article is very defensible and dealt with a common problem of newer FREDers.

Quote
"Battle of Endor Syndome" IMHO is an inherently biased title because (A) it's possible to create a good, fun Battle of Endor mission and (B) there aren't many Battle of Endor missions that I know of, unless you're being really unforgiving with that title. I'd be hard pressed to think of any mission with more than two destroyers per side.
That a poorly designed mission can be fun for a while doesn't excuse poor design, from the view of another mission designer.  Plus, a Battle of Endor mission would include much more than two destroyers.
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Offline karajorma

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karajorma has some good points, but I'd say that the better design decision is to give the illusion of the battle and avoid the flaws of a larger, unmanageable battle.

In general I tend to agree. Personally I don't touch the very large missions cause I know that if I tried it I'd end up with a 300 event monstrosity from trying to make sure I'd covered all the possible outcomes. The more ships you stick in a mission, the more ways you give the player to screw you over. :)

I don't believe BoE is impossible but it's certainly something that isn't going to work well if tried by an inexperienced FREDder.
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Offline WMCoolmon

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I've seen a lot of escort this and attack that style missions. But I've never seen a true Battle of Endor mission that someone has put some real effort into. Karajorma's definition of good mission design requires that the player have a large part to play in the unfolding mission. In fact his argument seems to be that the player must participate or the mission will fail, and otherwise, the mission is poorly designed and should not be attempted.

So if you make that assumption then most of the arguments I make will be meaningless. I would not say that the player should be given to destroy a half-dozen ships with relative ease to allow him to turn the tide of battle, and the Freespace engine probably doesn't allow the fine control to let you do a series of objectives that are completable, but will result in a domino effect that will cause the tide of the battle to turn one way or the other.

The argument I tend towards is that it doesn't matter if the player participates or not. So what? The player is playing the game because he wants to be there. There are all kinds of gimmicks to reward players that don't make their actions required to move the story along. Cutscenes, for instance. Or bonus missions. Or little secrets, like in StarFox, that give you bonuses but you aren't at all required to do.

But more importantly, people don't attempt Battle of Endor missions, and it's boring to play a campaign only to find that the missions are all based on the same archetypes that are established in the original campaign. There are no Battle of Endor missions in the Freespace 2 campaign - go watch Return of the Jedi. There are literally supposed to be some hundred vessels or more there, FS2 destroyer size or more. There's nothing even coming close to rivaling that scale in the Freespace 2 campaign; I'd hazard a guess that there are never more than 3 or 4 destroyers alive and in-system at the same time in any given mission. I wouldn't know whether to say that more than a half-dozen Destroyers ever appear in any mission.

I don't think that Battle of Endor missions are the best missions or that they need to be used for every mission, but I think that rather than focusing on them as an example of a way that bad design concepts can be applied, you should instead state those design concepts. The article as-is doesn't entirely rule out BoE missions, thankfully, it merely says that they're hard. But it looks to me like Battle of Endor missions are a serious problem. Like there are so many Battle of Endor missions that people have to be told to not make them, because there are so many Battle of Endor missions that people think they're cool, and it's become a destructive fad for the community.

I'll bring in a movie issue since I don't know of any FS2 mission that would work well. Let's say that somebody in the movie business decided to write this big long negative article about why big space battles. Then it gets circulated among the higher echelons of moviemakers and producers, and earns high approval. So then Joss Whedon comes in and says, "I have a great idea for a movie." So they sit down, and read the script, and then they say, "Well, look Josh, we think it's a great movie, but...why can't the crew of the Firefly take part in the battle? I mean, everybody knows that you can't have a space battle where the heroes don't do anything. Can't they hijack an Alliance cruiser, or maybe use that cannon they shot at the Reavers with?" and of course Josh says, "Whoa, wait a minute - they spent three-quarters of the movie putting everything in action. They're the whole reason that the two fleets are there in the first place. They can't board an Alliance cruiser - that'd be totally unrealistic and would cheapen the whole movie."

And so they respond, "Well, like we said, it's a good movie, but we don't really want to take that risk. I mean, everybody knows that Battle of Endor sequences are a bad idea..."

Of course as pointed out earlier, the entire Battle of Endor hinged on the split-second chance decisions that let one X-wing and a battered freighter blow up the Death Star II's reactor core, so it wasn't like things were so grand-scale that individual fighters weren't able to do anything. :p
-C

 

Offline karajorma

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But what if Lando had decided "Bugger that for a game of soldiers" and just ran away? :D

Hmmmm. Reading my previous response I can see why you thought I was saying the players actions must decide who wins. That's not at all what I actually meant though. What I meant is that the player must have something to do which you can turn into a pass/fail debriefing. Too many BoE missions end up with the player just flying about killing things while the capships get on with resolving the story. That's what is poor mission design. Because it doesn't matter how many fighters the player takes out the capships will always resolve the mission the way the mission designer intended and the player will see the "You may now play the next mission" debriefing.

And an always win mission is bad design. There needs to be a way for the player to lose. Sure the player can get destroyed but unless we're talking about a desperate Custer's Last Stand mission where survival is the only goal it's not enough.

As I said before the player must have a task to accomplish that stands on a knife edge and will be resolved by the quality of his flying. It doesn't matter whether this is something that resolves the battle in one direction (Destroy the Death Star), Helps it (Take out the beam cannons on the enemy destroyer) or is completely irrelevant to the outcome (Protect those civilians until they can jump out). There must be something more than just aimlessly flying about shooting ships.

It's quite rare to see a mission where someone has simply stuck a bunch of enemy fighters in a mission and said "Kill them all to win" with no story or plot to it. But in a BoE mission it's easy to disguise that you've basically done the exact same thing.
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Offline Zarathud

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Luckily, FRED enables the Joss Whedons and the Joe Whackos to each try their hand at mission design.  Each has a chance to fail designing a Battle of Endor mission, so I think the analogy fails. 

I would suggest that the Joss Whedon would at worst create the illusion of the Battle of Endor because a "big" mission would interfere with -- rather than promote -- his storytelling.  Even if the execution could work (with largely scripted events, cooperative player, etc.), I believe a good design leads to a simpler, focused design. 

Using the Battle of Endor missions as a negative example stimulates discussion of design concepts, and I think the reason there are so few missions is that the lessons have been learned.  That the community no longer churns out Endor-style missions is a sign of maturity in mission design, and lessons that learned through discussions like this (and the wiki).
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Offline WMCoolmon

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Luckily, FRED enables the Joss Whedons and the Joe Whackos to each try their hand at mission design.  Each has a chance to fail designing a Battle of Endor mission, so I think the analogy fails.

It would be trivial to rework the analogy so that instead of asking for funding, he was asking for advice. But even without reworking it, there's still evidence that the analogy holds weight. See this thread, for instance. Clearly at least one person thinks BOE has an inherent stigma attached to it that could cause problems for them. Institutionalizing it in the wiki will just solidify that impression.

I would suggest that the Joss Whedon would at worst create the illusion of the Battle of Endor because a "big" mission would interfere with -- rather than promote -- his storytelling.  Even if the execution could work (with largely scripted events, cooperative player, etc.), I believe a good design leads to a simpler, focused design. 

Saying that you know what Joss Whedon would do with FRED is a pretty crappy argument to stand on, especially when you go right back to saying he would do it your way. All you're really saying there is that you think you're right. We've established that, already. :p

Since nobody is arguing that the battle in Serenity is an example of BoE, I'll go right back to it. To draw the analogy in more detail, the main characters would represent the player. Firefly, in this case, would be Alpha 1.

I don't think this is too much of a stretch here. Many movies do use karajorma's design ethos if you take the main characters to be Alpha 1. There's lots of suspense and drama built up around accomplishing a task that is difficult, and oftentimes the hero's victory is something of a photo finish to maximize the suspense and dramatic effect.

Furthermore, key campaigns like Derelict have blatant similarities in writing to movies or plays. More generally speaking, you could probably group all of them under 'storytelling' and assume that since the audience comes from the same culture, the same principles will generally apply to all three, although obviously there will be differences because of the medium.

So, what purpose does the battle in Serenity serve? It's cool. That's pretty much it. There's no reason to have an entire fleet there - in fact, it stretches the realism a bit to think that the Reavers would have so many battle-capable ships, and that the Alliance would be willing to commit an entire fleet to a supposedly-quiet operation. Neither the Alliance fleet nor the Reaver fleet played any part in the story until right before the battle.

And many people liked the battle because it was cool and there was a lot of eyecandy, not necessarily because it was such a rich and deep contribution to the story. Plus since it'd be pretty pointless to have the movie end with Serenity getting blown up by a malfunctioning missile, most people are going to subconsciously realize that it's not supposed to be darkly tense but exciting.

So the purpose of the battle was to take all the tension that'd been building up to that point and release it, and add a cool battle, that was also exciting.

Can you do that in Freespace? Yes! You can have several tough assault, escort, and covert ops missions leading up to a big battle.

(Side note: I don't think Serenity would've been near as effective as if it hadn't had the battle done exactly as it was. The battle was such a "Disney Ride" of a scene, that it has a lot more impact when Wash is killed...if the entire scene had been darkly tense, and killing Wash was the release, it wouldn't have been the same at all. It wouldn't have set the movie up for the next scene, it wouldn't have made Simon getting shot as dramatic, and so on and so forth.)

Now granted, the crew of the Serenity was 'balanced on a knife's edge' to some extent, even if we as the audience know they aren't going to be killed randomly. (And I think it's important that the sudden killing happens after that point - if they did, we would be expecting Serenity to die. Joss could've easily had the surviving Alliance soldier shoot Book, instead he gave him an extensive death scene.)

So I can't disprove karajorma isn't right on that point with that example, but I do think it's been done in some games as a 'bonus mission' kind of thing, and I don't think it's necessarily wrong to have a bonus mission as long as you do bookend it with more serious missions. The mission may lose its context in and of itself, but as part of a larger whole, it doesn't actually have to be a complete story or even embody all the aspects of a mission. For all we know, it could dovetail into a Red Alert mission that is hard as hell.

Using the Battle of Endor missions as a negative example stimulates discussion of design concepts, and I think the reason there are so few missions is that the lessons have been learned.  That the community no longer churns out Endor-style missions is a sign of maturity in mission design, and lessons that learned through discussions like this (and the wiki).

That's a completely circular argument. Fewer BoE missions is only a sign of maturity if it's wrong to make BoE missions no matter how they're designed, which is exactly what we're trying to hash out here.

And it may stimulate discussion of design concepts, but it's not nearly as good of an example as something that is commonly used. With BoE, you're working with a completely different set of rules than an escort mission. You don't use an example that your audience isn't as familiar with and doesn't plan on working on to teach skills. You can use it as a negative example, but that's still assuming that BoE missions are inherently worse than other mission types. And according to your boiled-down design schema, they are. I can't really contest BoE missions without contesting your belief that simpler is better. So it would seem that we could argue over BoE missions until the universe ends and never get anywhere, because the fundamental assumptions that we're making about what's right and what's not right are different and would lead to the same conclusion, no matter how we looked at BoE missions.

But what if Lando had decided "Bugger that for a game of soldiers" and just ran away? :D

Hmmmm. Reading my previous response I can see why you thought I was saying the players actions must decide who wins. That's not at all what I actually meant though. What I meant is that the player must have something to do which you can turn into a pass/fail debriefing. Too many BoE missions end up with the player just flying about killing things while the capships get on with resolving the story. That's what is poor mission design. Because it doesn't matter how many fighters the player takes out the capships will always resolve the mission the way the mission designer intended and the player will see the "You may now play the next mission" debriefing.

And an always win mission is bad design. There needs to be a way for the player to lose. Sure the player can get destroyed but unless we're talking about a desperate Custer's Last Stand mission where survival is the only goal it's not enough.

As I said before the player must have a task to accomplish that stands on a knife edge and will be resolved by the quality of his flying. It doesn't matter whether this is something that resolves the battle in one direction (Destroy the Death Star), Helps it (Take out the beam cannons on the enemy destroyer) or is completely irrelevant to the outcome (Protect those civilians until they can jump out). There must be something more than just aimlessly flying about shooting ships.

It's quite rare to see a mission where someone has simply stuck a bunch of enemy fighters in a mission and said "Kill them all to win" with no story or plot to it. But in a BoE mission it's easy to disguise that you've basically done the exact same thing.

I've bolded what seemed to represent the three main points...

Here's one quick example. Suppose you decide to a campaign based on an epic struggle between a gumshoe rebellion and an evil galactic empire. :p It's a little more evenly matched than the movie it'd be ripping off.

What the player knows is that he has no explicit objectives. He's told at the start of the first mission, a BoE mission, that the rebellion has just been formed and the key member states have banded together to assault the empire.

The battle is a rout and the surviving rebel ships are driven off. The rest of the campaign is about the rebels recovering from the disastrous initial battle and eventually managing to strike back at the empire. There's no way for the player to change the outcome, and there's no way for him to save all the ships.

What the player is not told is that every one of the ships that can be destroyed sets a persistent variable. For certain ships, they appear in later missions and make things easier. Other ships cause crucial plot points to be revealed, new situations to arise, and even missions to appear that weren't possible before because the rebellion wouldn't have had the manpower. Again, there's no way for the player to save all the ships, so there's an incredible amount of replayability.

The player's only risk in the mission is dying. The player will get pretty much the same briefing regardless, because saving a handful of ships will not change the fact that the battle was an overwhelming failure. The player isn't balanced on a razor's edge unless he gets into a battle and makes it be that way himself (of course he can also bite off more than he can chew and die). But the player does have great incentive to participate in the battle and try to save a new ship each time.
« Last Edit: July 03, 2008, 10:42:59 am by WMCoolmon »
-C

 

Offline karajorma

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Well in that case instead of using the mission outcome in a debrief you're basically using it elsewhere.

Let me put it more simply. What is really important is that the players actions should matter. As I keep saying in many BoE missions they don't. The campaign would be the same whether the player played well or not.

Ironically one of the FS2 missions with the least ships is actually the one which bests fits the BoE mission description. High Noon is actually pretty close to a BoE mission. While initially you have an effect on the battle by disabling the Sathanas' cannons after you've done that it matters very little what you do, and that's something you can accomplish within the first 2 minutes or so. You can simply put the ship at top speed and walk off for a cup of tea and it won't change the mission outcome after that point.

After the Sathanas is disabled the player is reduced to simply waiting for the capships to end their fight. His actions don't matter. Great in terms of storyline but rather poor from a mission design point. I suspect that if they could have done it :v: would have gone to a cutscene once the beam cannons were taken out.
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Offline Zarathud

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Quote
Clearly at least one person thinks BOE has an inherent stigma attached to it that could cause problems for them. Institutionalizing it in the wiki will just solidify that impression.
That institutional knowledge may have dissenters or cause stigma doesn't justify not expressing a long held, well-reasoned opinion.  The wiki is to inform, the Joss Whedons and Joe Whackos of the world can take it or leave it.  When the Joe Wackos fail, then the community has fulfilled its obligation to give advice on how to build a better mousetrap.  If the hypothetical Joss Whedon succeeds, then their praise would include beating the odds.  Based on my information and belief, there are more Joe Wackos in the world than Joss Whedons and it can't be done.

In any event, I think the Joss Whedons (if we play along with this conceit) are well informed to look before they leap.  The wiki should make sure they're fully aware of the problems with a Battle of Endor mission, rather than withholding the criticisms because we might discourage their innovation or hurt their feelings.  Editing it out of the wiki is puppies, and puppies are bull****.

In the early days of FRED, the community held missions up for critique and rating.  Pastel and I led the charge, and our mission reviews became part of Xanadu's central mission archive and later Descent Chronciles/Volition Watch.  It made missions better, helped identify outstanding mission designers, and developed a community of mission designers willing to participate in critical examination of what we were doing and why it worked/didn't work.  Yes, we lost some people in that process.  And I got flamed in the FDL and by e-mail at times.  But in the end, it made the missions and community stronger.  And we learned a lot of lessons the hard way in the process.

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You can use it as a negative example, but that's still assuming that BoE missions are inherently worse than other mission types. And according to your boiled-down design schema, they are. I can't really contest BoE missions without contesting your belief that simpler is better. So it would seem that we could argue over BoE missions until the universe ends and never get anywhere, because the fundamental assumptions that we're making about what's right and what's not right are different and would lead to the same conclusion, no matter how we looked at BoE missions.
I'm not making an assumption.  I'm making an argument, and the boiled-down design schema are my elements in my proof.  If you want to get somewhere, poke holes in my analysis rather than thinking they're just assumptions or that we're only going to argue in circles.

Bottom line is that FreeSpace isn't a movie.  There are storytelling elements competing against action elements in a mission.  When you load up on the action elements, you lose those storytelling devices, risk a broken mission and very likely lose the ability to engage the player.  That engagement of the player is what karajorma talking about in letting the player have an impact on the mission.  It's often hard to do, even in more focused missions. 

Here's a personal example:  an early version of my Game of the Year multiplayer mission Shivan Incursion was criticized when PXO players discovered how you could hang back for a period of time and 90% of the time gain SquadWar points for a certain event.  We later spent time ironing out the bug, but couldn't eliminate it entirely since you could still disengage after eliminating the waves of fighters sent after the player to stir up the action.  Part of good mission design involves anticipating unexpected or game-breaking player actions and dealing with the AI so it reacts accordingly.  Even with several professional testers/bug fixers and extensive playtesting at a weekend LAN party, a design flaw slipped through.

A Battle of Endor mission increases those potential design issues by an order of magnitude, if not more.  Not warning mission designers about those problems is wrong IMO, and there is great benefit to the community when anyone attempting doing such a mission does so knowing the risks and aware of the stigma that such missions often have flaws.  I don't think Battle of Endor missions can be done well from a design standpoint, becasue the design will get away from any designer.  Even when it appears to work, I'm certain I can call up my two or three bug-testers again and they'd find gaping design flaws in such missions (assuming I can coax them away from abusing bug exploits they've found in EVE Online).  My experience tells me this isn't an assumption, and can be tested and proven as fact.

I'm not arguing that such Battle of Endor missions aren't potentially fun if you can maintain the illusion and the player cooperates in just the right way.  It's just that they're not good examples of design.  The Battle of Endor articles were meant as warnings to mission designers, not players.  The wiki should be addressing those concerns of designers in why not to make such missions.  If you want the wiki to include an argument about how players enjoy them when they work, that's fine.  I think the discussion defending the Battle of Endor missions is in serious need of rework anyway.

But just don't throw out the baby with the bathwater by editing the Battle of Endor issues out of the wiki.  There's a reason for the stigma, and it's not just that I'm an argumentative and opinionated guy who wrote an article about the Battle of Endor syndrome years ago.  I think the generally-held stigma confirms I'm right, if anything.  :pimp:
« Last Edit: July 03, 2008, 10:18:43 pm by Zarathud »
Zarathud, retired FreeSpace coordinator of the Descent Chronicles/VolitionWatch

 

Offline Mongoose

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Battle of Endor discussion
From the perspective of a mission player, albeit not a mission designer, I don't really have a problem with the odd mission or two in a campaign that essentially plays out like an interactive cutscene.  We have a big, beautiful game engine capable of producing some spectacularly epic fights between massive capital ships; once in a while, it's a nice change of pace to just sit back and watch the show unfold.  Even if such an event could simply be told via a cutscene mission, there is something to be said for immersivity; though I've never played the games myself, I understand that the Half-Life series allowed the player to move and look around even during the game's scripted cutscenes.  While I certainly wouldn't advocate including a mission of this nature more than once in a campaign, I don't see anything inherently wrong in using such a set piece during a particularly plot-crucial moment.  And, like karajorma suggested earlier, there are means of giving the player at least some sort of role in a mission that has a predetermined outcome.

 

Offline WMCoolmon

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Battle of Endor discussion
Quote
Clearly at least one person thinks BOE has an inherent stigma attached to it that could cause problems for them. Institutionalizing it in the wiki will just solidify that impression.
That institutional knowledge may have dissenters or cause stigma doesn't justify not expressing a long held, well-reasoned opinion.  The wiki is to inform, the Joss Whedons and Joe Whackos of the world can take it or leave it.  When the Joe Wackos fail, then the community has fulfilled its obligation to give advice on how to build a better mousetrap.  If the hypothetical Joss Whedon succeeds, then their praise would include beating the odds.  Based on my information and belief, there are more Joe Wackos in the world than Joss Whedons and it can't be done.

The wiki is to inform, not to be your own personal soapbox. If you want to express your opinions then you're free to do so on the forums. If they're just not good enough for people to listen to them, then they don't belong in the wiki anyway. The only opinion pieces I see appropriate as being in the wiki are things that are so popular that a working knowledge of them is necessary to be in the community (ie they have an identity of their own), and if they help give context to something that isn't clear from hard facts (eg veteran comments).

We had a big discussion over this, and the sort of agreement that was hammered out was that opinions would gain 'equal time'. Not wanting to reopen that particular line of discussion, I've been rather content with the way things worked out and most people are, too. It's also the same methodology that wikipedia follows (or attempts to follow) and it works out well. Its competitor, conservapedia, which tries to express a particular point of view, is worthless for serious understanding of a subject.

In any event, I think the Joss Whedons (if we play along with this conceit) are well informed to look before they leap.  The wiki should make sure they're fully aware of the problems with a Battle of Endor mission, rather than withholding the criticisms because we might discourage their innovation or hurt their feelings.  Editing it out of the wiki is puppies, and puppies are bull****.

No. Including it as an official statement in the wiki that "BoE is bad" is wrong because it's not canon, and you haven't proven it. We have all sorts of design theories that will argue under what circumstances a BoE might be good or bad, and yours just happen to include the assumption that simpler is always better. That's not proof that BoE missions can be good, but it is good enough to keep it out of the wiki, because we don't know if it's true or not and the wiki is supposed to be a source of facts (about fiction).

In the early days of FRED, the community held missions up for critique and rating.  Pastel and I led the charge, and our mission reviews became part of Xanadu's central mission archive and later Descent Chronciles/Volition Watch.  It made missions better, helped identify outstanding mission designers, and developed a community of mission designers willing to participate in critical examination of what we were doing and why it worked/didn't work.  Yes, we lost some people in that process.  And I got flamed in the FDL and by e-mail at times.  But in the end, it made the missions and community stronger.  And we learned a lot of lessons the hard way in the process.

Doesn't mean that the change was for the better, or even that it was necessarily better or worse, it may simply have been more in the direction that you liked to see. Releasing stuff online is notoriously thankless - you can spend hours working on something, and then nobody will bother to reply to the release thread for two days. Then you may get "Cool...so what good is this again?"

If you and Pastel stepped up and were getting published on the website, you gain a measure of implicit authority that has nothing to do with your skill. It's not hard to see how people would, with the intention of improving, end up following the careful critique that you and Pastel gave and making missions more to your liking. It's a lot easier to follow that than a simple thumbsup post or a rant about how much a mission sucked.

I'm not making an assumption.  I'm making an argument, and the boiled-down design schema are my elements in my proof.  If you want to get somewhere, poke holes in my analysis rather than thinking they're just assumptions or that we're only going to argue in circles.

Bottom line is that FreeSpace isn't a movie.  There are storytelling elements competing against action elements in a mission.  When you load up on the action elements, you lose those storytelling devices, risk a broken mission and very likely lose the ability to engage the player.  That engagement of the player is what karajorma talking about in letting the player have an impact on the mission.  It's often hard to do, even in more focused missions. 

Yes, you are making an assumptions, and you're basing an argument on them. It's impossible to talk about something as abstract as art and not make assumptions. If it were possible, we'd have a nice mathematical formula that you could plug variables into and you'd always get exactly as much attention as you expected.

For instance, in your last paragraph there, you seem to assume that a BoE mission somehow inherently affects the storytelling devices. I don't see that at all. You still have, CBs and briefings, still have the debriefing, still have in-game messaging, and can even make use of cutscenes if you want them. You can also introduce a lot more ships and/or factions in mission than you could otherwise, so it introduces a new style of storytelling.

Hence karajorma's point about impact in a mission doesn't have anything to do with storytelling. You can have storytelling with or without the player making an impact. Your BoE could provide massive amounts of exposition, as my earlier example would.

Here's a personal example:  an early version of my Game of the Year multiplayer mission Shivan Incursion was criticized when PXO players discovered how you could hang back for a period of time and 90% of the time gain SquadWar points for a certain event.  We later spent time ironing out the bug, but couldn't eliminate it entirely since you could still disengage after eliminating the waves of fighters sent after the player to stir up the action.  Part of good mission design involves anticipating unexpected or game-breaking player actions and dealing with the AI so it reacts accordingly.  Even with several professional testers/bug fixers and extensive playtesting at a weekend LAN party, a design flaw slipped through.

Cheating in multiplayer is a lot different from storytelling style in singleplayer. Naturally, players were pissed off because people were rewarded for not playing. The mission was self-destructive to the nature of SquadWar, because it provided incentive for players to be antisocial and not interact with other players. There's no such issue in a single player mission where the player is not competing against other players and his only goals are those set by the mission designer and to have fun for himself.

A Battle of Endor mission increases those potential design issues by an order of magnitude, if not more.  Not warning mission designers about those problems is wrong IMO, and there is great benefit to the community when anyone attempting doing such a mission does so knowing the risks and aware of the stigma that such missions often have flaws.  I don't think Battle of Endor missions can be done well from a design standpoint, becasue the design will get away from any designer.  Even when it appears to work, I'm certain I can call up my two or three bug-testers again and they'd find gaping design flaws in such missions (assuming I can coax them away from abusing bug exploits they've found in EVE Online).  My experience tells me this isn't an assumption, and can be tested and proven as fact.

Then prove it. Show, don't tell.

I'm not arguing that such Battle of Endor missions aren't potentially fun if you can maintain the illusion and the player cooperates in just the right way.  It's just that they're not good examples of design.  The Battle of Endor articles were meant as warnings to mission designers, not players.  The wiki should be addressing those concerns of designers in why not to make such missions.  If you want the wiki to include an argument about how players enjoy them when they work, that's fine.  I think the discussion defending the Battle of Endor missions is in serious need of rework anyway.

Again, the wiki isn't your personal soapbox. If you want the wiki to say that "Oh, there was this article one time that said that Battle of Endor missions are bad, and you can see it here", I have no beef with that. It's an objective overview of something that people in the community can reasonably be expected to reference. If you want the wiki to claim that "Battle of Endor missions are bad examples of design..." then you need to prove that what you're saying is true.

But just don't throw out the baby with the bathwater by editing the Battle of Endor issues out of the wiki.  There's a reason for the stigma, and it's not just that I'm an argumentative and opinionated guy who wrote an article about the Battle of Endor syndrome years ago.  I think the generally-held stigma confirms I'm right, if anything.  :pimp:

Does it? Actually, I've never really thought about it, but I don't really have any good evidence that a generally-held stigma exists. But let's assume for a moment that it does.

Up 'til more recently, FS2 just didn't have the capability of running BoE missions. Graphics cards didn't have the horsepower. And there's been relatively few campaigns daring enough to take on such a challenge. I can point to a lot of times in human history when something or some group of people had a stigma that was maintained for a long time - and existed simply because that group was unknown enough or distant enough, or circumstances were simply right for, blatant generalizations to take hold. Six to ten years is nothing. Human irrationality has lasted for hundreds of years at a time. The fact that fewer people attempt BoE missions may simply mean that anybody who announces that they're working on a BoE mission is putting their reputation on the line, since everybody automatically assumes that they didn't "get the memo", so to speak, and attempts to save them from their own ignorance by telling them not to do it.

I'd also like to note that one of the more memorable campaigns, and I believe successful campaigns, involved quite a bit of what would be termed "BoE" missions, and quite a few missions that involved nothing more than jumping in and staring at a nebula for a few minutes.

EDIT: Somebody please split this off, it's clearly a discussion in and of itself by now.
-C