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Nintendo Switch Thread - Page 113

Forum Index > General Games
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ZenithM
Profile Joined February 2011
France15952 Posts
August 28 2018 23:46 GMT
#2241
They're probably banking that the game's longevity gets carried by multiplayer and map making.
Gahlo
Profile Joined February 2010
United States35154 Posts
August 29 2018 01:25 GMT
#2242
Don't forget custom campaigns.
TheYango
Profile Joined September 2008
United States47024 Posts
August 29 2018 02:53 GMT
#2243
Good custom content requires people dedicated to making good custom content, which in turn requires the game to be good in the first place to attract enough people interested in making them. You can't expect your game to be carried by custom content if the base game isn't already good.
Moderator
Plansix
Profile Blog Joined April 2011
United States60190 Posts
August 29 2018 12:25 GMT
#2244
On August 29 2018 06:45 TheYango wrote:
I actually think Wargroove is set up to massively underperform people's expectations.

The thing about that kind of game is that it lives and dies by level design. The actual gameplay systems of Advance Wars are incredibly simple and straightforward, but that's not what actually makes it *good*. A game that attempts to capture what made Advance Wars great isn't going to do it just by copying the look, feel, and core gameplay formula. The level design is what makes or breaks the game, and that's not something you expect a developer to figure out overnight or get right on their first try. Intelligent Systems made more than a decade worth of Fire Emblem and Wars games before they made Advance Wars, and the NES iterations of both had a lot of growing pains they had to go through before they kind of had an idea what they were doing toward the end of the SNES's lifecycle. Chucklefish isn't just going to copy that and get it right on the first try. Things like enemy placement, objectives that encourage proactive play, or proper use of terrain for both functional and aesthetic appeal are very non-straightforward design elements that are incredibly difficult to do well.

Tactics games are like 2d platformers. There are an uncountable number of Mario and Megaman clones on the NES and SNES, but what made the originals good isn't unique mechanics or special core gameplay elements, it's level design.

I totally agree with this. So many RTS games have come out in the last 20 years with over tooled units, overly complex economies/tech trees and map design and mechanics at dull as drying paint.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
ZenithM
Profile Joined February 2011
France15952 Posts
August 29 2018 12:52 GMT
#2245
I don't think Wargroove will have the success Advance Wars had, but I also don't believe good map design in the single player campaign is even required for this game to be successful.

Imo the core mechanics (units and terrain cells) need to be tight themselves and even a slightly altered clone of AW can fail hugely in that department.

I'd say it's kind of a BW/SC2 type of deal.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
August 29 2018 12:56 GMT
#2246
We are mostly talking about the same thing. The concept of “core mechanics” is difficult to divorce from map design. It is the board the game is played on, which matters as much as the units that you play with.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2018-08-29 13:38:31
August 29 2018 13:35 GMT
#2247
See I don't think I agree on this. I remember having fun in AW with fucking rectangular maps fully covered with trees :D. The fun factor there wasn't so much reliant on the map than on the tile itself (the single tree) and how units interact with it.
You could probably have a mildly interesting game with an all-plain map in AW.

My point is that the shape of the board doesn't matter too much, as long as the atomic pieces are interesting. I would definitely not feel this way about Fire Emblem for example. The units are not diverse enough that you can slack off on maps.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
August 29 2018 13:39 GMT
#2248
I don’t really separate the design of the map from how they interact with the units. Someone can’t design a map with any intent if they don’t know how the units are going to play on that map.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Gahlo
Profile Joined February 2010
United States35154 Posts
August 29 2018 13:43 GMT
#2249
On August 29 2018 22:35 ZenithM wrote:
See I don't think I agree on this. I remember having fun in AW with fucking rectangular maps fully covered with trees :D. The fun factor there wasn't so much reliant on the map than on the tile itself (the single tree) and how units interact with it.
You could probably have a mildly interesting game with an all-plain map in AW.

My point is that the shape of the board doesn't matter too much, as long as the atomic pieces are interesting. I would definitely not feel this way about Fire Emblem for example. The units are not diverse enough that you can slack off on maps.

There's also the fact that units are more expendable in AW than they are in FE.
ZenithM
Profile Joined February 2011
France15952 Posts
August 29 2018 15:20 GMT
#2250
That too, that's a good point. You can't lose anything in FE, which makes you play a certain way that would be probably unfun if the maps themselves weren't well designed.

Someone can’t design a map with any intent if they don’t know how the units are going to play on that map.

That's completely true, I'm just saying you can design units without knowing the kind of precise maps you will play them on.
Map design isn't that delicate that it's completely interlaced with the design of the smaller parts.
andrewlt
Profile Joined August 2009
United States7702 Posts
August 29 2018 15:23 GMT
#2251
From the single AW game I played, I don't think the units themselves are that interesting. The beauty of the game is in how certain units just shine in certain maps.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2018-08-29 15:30:29
August 29 2018 15:26 GMT
#2252
I have been of the opinion for a while now that designing units without a clear understanding of the board they are going to be interacting with is the biggest problem with RTS and tactics game design now a days. It is like making a tactical board game and designing the board last. It leads to flat, lackluster maps and overtooled units to make up for the lack of complexity.

On August 30 2018 00:23 andrewlt wrote:
From the single AW game I played, I don't think the units themselves are that interesting. The beauty of the game is in how certain units just shine in certain maps.

Agreed. Most of my favorite tactics games have really simple unit design for the majority of unit. It is the variance in maps and subtle changes in units that make it interesting.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2018-08-29 16:19:00
August 29 2018 16:16 GMT
#2253
The classic board games still played today have bland rectangular grids without any feature. The pieces are what makes these games.
HoMM is all complete empty rectangular boards.
Same for some tactical RPGs like Banner Saga.
XCom has randomized maps, which shows their layout isn't that crucial in the first place.
Admittedly some of these examples probably belong to your "overtooled units" thing, but I don't see why it would be any different for AW-like games.

You can get convoluted and counter that actually maybe the restrictions on the movement of chess pieces defines a very complex "implicit" map. But really for the most part, game designers think of pieces before thinking of maps/boards.


What's a good example of game where maps are so important in your eyes?
Plansix
Profile Blog Joined April 2011
United States60190 Posts
August 29 2018 16:53 GMT
#2254
By classic board, I have to assume you mean risk and others.

I talking about INIS, War of the Ring amd other more carefully designed board games that have clear direction when it comes to their maps. Even the game of thrones board game(which has a bunch of fiddly rules that get in the way of the true game, back stabbing) has this carefully tested game board that uses space to create advantages for different factions. Board game designers don't get to patch their games or "rely on the community" to make good maps. So they have to thing of both the map and units at the same time, which leads to more holistic design.

X-com is a good example. Although the maps are random, they are made up of pre-made building designs. Also, the design of Xcom has clearly built all units in the to interact with parts of the board in specific ways. Troops have powers, but there is nothing wrong with one that is just a long range unit that dumps DPS. Its hard to look at something like SC2, Ashes of the Singularity or even Total Annihilation and not feel that the terrain itself was a complete afterthought. And I like SC2 and Total Annihilation 1 & 2.

But Dota is the king when it comes to maps that make the game what it is. A single section of a lane or part of the jungle is packed with as much nuance and subtle tricks as an entire RTS full of maps. Now, that game cheats because it gets away with having one map that they can refine to a razors edge, but it is still the king.

RTS and tactics games should design the play space and the units at the same time. The complexity of both units and terrain should be built up together, so designers don't feel to the need to strap special ability onto the most basic of units(looking at you Relic).
I have the Honor to be your Obedient Servant, P.6
TL+ Member
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2018-08-29 16:58:43
August 29 2018 16:57 GMT
#2255
I did have Dota as an example somewhere in there of a tricky one for my side of the argument. The map indeed makes the game but you can also argue the heroes predate the map. And actually the heroes have mostly nothing to do specifically with the map. It was mostly about interaction with each other when they see themselves in an open space at first. Then came all these concepts of roles, laning, ganking, jungling and blablabla, but this wasn't there at first I would guess.

So was the design of the map particularly tied to that of the heroes?

Also Dota is like, the poster child for overtooled units :D.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
August 29 2018 17:13 GMT
#2256
I would say that Dota's map and the heroes have about 50/50 split as to why that game is so good. The complexity of the heroes layers onto the map, with speed differences, the ability to destroy trees, teleport or bypass terrain features. And they lean into with hero design, allowing heroes to become invisible when near trees, or jump onto trees. Dota cannot be Dota without the full features of that map, it all its madness.

And Dotas units are over tooled, but you only get one(unless you are meepo) and some of them are dull as bricks. Wraith King exists and is great. Dota isn't afraid to have simple units or heroes. Most modern RTS games are. Some tactics games too.

Another great example in Invisable Inc., which is a stealth tactics game. Random maps, with some design rules. But the game has these simple systems that are layered on each other to create a complex game. Its a game where the ability unlock doors without getting the key card seems amazingly powerful because it removes a layer of complexity in a dense clockwork system. And each "room" is complex enough to require thought, while also being simple enough to easily readable.

And god damn why isn't in on switch.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2018-08-29 20:29:49
August 29 2018 19:03 GMT
#2257
HoMM is a bad example because the actual micro level battles actually *are* pretty dry. The fun in HoMM is the macro level hero/army building gameplay. The actual tactical battles are only marginally more interesting than JRPG menu-based combat--in fact, if you replaced them with an equivalant menu-based battle system, it would basically be the same game.

This extends to a lot of your other examples--they work without complex map design because their depth doesn't *actually* come from tactics gameplay, it comes from character building/resource management gameplay. Games like HoMM, X-Com, and Banner Saga are more like RPGs or Management Sims with turn-based systems to resolve combat, not dedicated tactics games. If you removed their combat components, the games would still work via their other mechanics. The reason they don't need good map design is because they don't need tactical combat. That's totally fine for games that are designed that way, but Advance Wars doesn't have that. It has no character building, and incredibly rudimentary resource management. Without good level design driving the tactics gameplay, there is nothing else.

Also, competitive BW is pretty much always the crowning example of how much good map design could elevate a game.
Moderator
ZenithM
Profile Joined February 2011
France15952 Posts
August 29 2018 22:14 GMT
#2258
I never could get into the combat of HoMM myself. Regardless, one poor example doesn't make the whole thing invalid. I don't agree that all my examples are bad (Xcom certainly has tactical combat regardless of RPG mechanics). The checkers/chess/shogi/go argument hasn't been addressed. Still enough counter examples to the theory that you NEED clever map design for a game to be interesting. Sometimes you just need a couple of pieces with a singular way of moving on a grid to make a good game. That's why I'm not discounting Wargroove so easily on the kinda pretentious grounds that they won't have good map design.

I'm standing by my opinion that it was VERY easy in Advance Wars to come up with a map (with the editor) that was fun to play. I find the interactions between the units and the terrain interesting by themselves. And the Wargrove guys basically cloned these.
Gahlo
Profile Joined February 2010
United States35154 Posts
September 05 2018 23:10 GMT
#2259
Direct tomorrow at 22:00 GMT (+00:00)
DarkPlasmaBall
Profile Blog Joined March 2010
United States44391 Posts
September 06 2018 00:01 GMT
#2260
Was convinced by pretty much all of my friends who have played Octopath Traveler to pick it up... I did (and I love JRPGs so I'm sure I'll enjoy it), but today was the first day of school so I don't know if I want to start it just yet... so much work to do >.<
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
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