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Ruling
Egypt
Pharaoh Mission Creation Principles
Ken
"Ironrodiken" Parker
Producer, ImpressionsGames
The
Ides of March, 2000
Good
mission design comes naturally to very few people. For most
of us, it's a long process of self-education. This document
sets forth a few simple principles to help you scale the lower
slopes of the learning curve. These broad guidelines should
always underlie your design efforts, if your objective is
to make professional-quality missions.
1.
Start with a concept. Pharaoh's missions can be divided
into Economic, Combat, Political, Terrain and Freeform types.
While you can and should blur these lines, always define what
blend of core concepts you're going to follow, and make sure
that your mission design always advances your guiding principle.
Economic
missions usually revolve around difficulty making debens,
because (1) you have few native resources or industries (income
is low), (2) you need substantial imports (expenses are high),
(3) trading opportunities are limited, and/or (4) you have
competing priorities (like economic pressure from Pharaoh
or from other Egyptian cities). It's possible to craft an
economic mission whose pressures are driven by scripted events,
but this is exceedingly hard to balance. You're more likely
to succeed by concentrating on resource availability and trade
opportunities - the structure of your city and its place in
the world. Economic missions are well suited for monument
construction, as well as for high Prosperity and Culture requirements.
Combat
missions are probably the easiest to make. Give players
a couple of years of gametime to get an economy running, and
start throwing invasions at them. Start with small forces
and work up to large ones. Pure combat missions can grow boring
fairly quickly (Pharaoh isn't Starcraft, after all), so spice
them up with some Distant Battles and naval attacks. To keep
non-combat pressure on your players, pay attention to the
price and availability of copper and wood.
Combat
missions work best when their battles serve a purpose - preserving
a trade route, for example, or conquering a foreign city to
stop invasions of your own city, or to open a new source of
raw materials. Use the Editor's randomization capabilities
to vary the invasion point, timing and troop strength and
keep players on their toes, unless you have an overriding
reason to schedule a particular invasion force at a particular
point. Terrain can make for an interesting dimension in combat
missions. Players who enjoy combat generally hate monument
building, so if you include monuments at all in combat missions,
keep them fairly small. Ratings and population requirements
should be modest, too, since the real purpose of a combat
mission is survival.
Political
missions are the toughest to create and the most fun to
play. Focus on imposing tradeoffs: Satisfying one faction
will anger another, and every reward comes with a corresponding
penalty. Your design should reward consistency or loyalty
and punish opportunism. Political missions usually include
economic incentives and military punishments.
You
must clue the player up front about what's going on. In Pharaoh,
we used the mission briefings for this. Players who didn't
pay attention to that briefing had a lot of trouble with the
civil war missions. You won't have the luxury of an in-game
mission briefing, but be sure to distribute a text file with
your mission explaining the premise, or at least giving a
hint which way the player should lean. Monument requirements
in political missions are usually fairly minor. The Kingdom
rating can be the best measure of success in a political mission.
Terrain
missions simply use the landscape as the mission's primary
challenge. Perhaps resources are very far from the Nile, or
maybe there is only one valid location for a monument. Of
course, terrain design enters into any mission you create,
at least to some degree, but a true terrain mission presents
the player with an organizational puzzle. Warning: avoid single-solution
puzzles. Few people like playing a mission (in any game) whose
only point is to guess the designer's path to victory. There
are no guidelines about monument construction or ratings requirements
for terrain missions, but these conditions should match whatever
diabolical terrain you created.
Freeform
(or sandbox) missions are mostly a blank canvass upon which
players can paint their ideal city. These usually have no
ending date or victory conditions, and are quite generous
with resources and money. Sandbox missions appeal to "sim
city" players whose main pleasure is building; they do not
want distractions. They usually want an enormous map and the
largest possible monuments. Freeform missions are superficially
simple to create because they don't use the events system
in any meaningful way, but it's actually rather difficult
to create a subtle challenge without events. Most players
will perceive even a sandbox mission as boring if it lacks
any challenges at all.
Other
types of missions, like race-the-clock, are possible with
the Pharaoh Mission Editor, but these are mostly novelties.
Permutations on the general categories explained above will
yield the best results.
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