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4.
Don't compete. The most common mistake of beginning
mission designers is to think that they're competing with
their players. You are not trying to beat the player! No one
likes a mission that hammers them with every negative event
that you can script. Balance is important. Time to recover
can be critical. It's easy to create an unwinnable mission,
and no one will respect you for doing so. Think of your mission
as a story that you're telling to thousands of strangers all
around the world. Thrill them, surprise them, guide them,
reward them. Don't try to kill them.
5.
No dead-ends. If you're scripting events, use paper
and pencil to diagram their flow. There should be no end points
on your flowchart except those you've defined as desirable
outcomes, for good or for ill. "Event chains" can grow very
long and complex - this is one of Pharaoh's great strengths,
as it allows for sophisticated storytelling and good replayability.
But, like any chain, your events are only as strong as their
weak link. If one trigger fails to go off, or leads to the
wrong result, your mission can be unwinnable.
If
you script the possibility of a trade route closing, make
sure that players have repeated opportunities to reopen the
route. Script events in a loop, so that players can't escape
your event chain without reopening that route. If you want
it to close permanently, make sure that players don't need
its resources, or give them an opportunity to get crucial
resources elsewhere. The more complicated your event chains
and loops become, the less you can predict how your mission
will unfold. You need to allow for every possible outcome.
6.
Explain yourself. As mentioned above, write a brief
.txt file for distribution with your .map file (distribute
them together in a .zip file, or in a self-extracting .exe,
if you know how to make one). Don't give away the whole mission,
but do tell players the background leading up to your mission
and whatever ultimate goals they need to achieve. Your txt
file should not be much larger than this paragraph, and should
let players know what type of mission they're about to start
and how difficult it's going to be.
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