Degrees of Success
Posted: Sun Apr 22, 2018 3:49 pm
Victory, Decisive Victory, Brilliant Victory represent degree of success. Sach concept as is is good one and nothing new. What detriments degree of success is turn count at which objectives are achieved.
I think there is certain problem in implementation of this concept. Turn count needed to achieve Brilliant Victory is manageable but also rather arbitrary due to random bad states that could happen like weather and combat results. Achieving Brilliant Victory should definitely be challenging but when results become too arbitrary challenge starts to border frustration.
Process of learning and doing what it takes is enjoyable and finding solution to hard problems and achieving it gives rewarding feeling of pleasure. But the fact there is no desire to replay it again once achieved because there is certain fear it would again take several tries speaks about challenge bordering frustration. Solution to this could be the following: if objectives CAN be met in N amount of turns make condition for Brilliant Victory to be N+1 turns.
Achieving Decisive Victory as something perceived being between easy and hard works quite well.
Only Victory on the other hand can have counterintuitive effects. The fact there is enough time to achieve it is welcomed but it is not measure of ease. The one who haven’t achieved it faster has lack of skill and probably does not know how to utilize less straightforward solutions of the game in his own advantage. On the other hand prolonged combat results in attrition, it makes enemy to entrench, to take replacements and to receive reinforcements.
More time you spend in combat less likely it becomes to have enough strength to successfully reach end of it. Concept of resources (prestige) through campaign is not behaving in a way to support low skill players either. What is spent in previous scenario is not available in the next one and if only Victories are achieved new resources will not pour in.
This situation can be solved by boosting resources that will affect only players playing for Victory. No enemy reinforcements and replacements after condition for Decisive Victory has passed. In the same time giving replacements and reinforcements on scenario basis (not tied to campaign results) to player after time for reaching Decisive Victory has passed to help him win the edge in battle of attrition with generous time limit.
This way much wider type of players with differing skills could equally enjoy the game and progress in it without lowered motivation due to lack of skill or emerging frustrations.
I think there is certain problem in implementation of this concept. Turn count needed to achieve Brilliant Victory is manageable but also rather arbitrary due to random bad states that could happen like weather and combat results. Achieving Brilliant Victory should definitely be challenging but when results become too arbitrary challenge starts to border frustration.
Process of learning and doing what it takes is enjoyable and finding solution to hard problems and achieving it gives rewarding feeling of pleasure. But the fact there is no desire to replay it again once achieved because there is certain fear it would again take several tries speaks about challenge bordering frustration. Solution to this could be the following: if objectives CAN be met in N amount of turns make condition for Brilliant Victory to be N+1 turns.
Achieving Decisive Victory as something perceived being between easy and hard works quite well.
Only Victory on the other hand can have counterintuitive effects. The fact there is enough time to achieve it is welcomed but it is not measure of ease. The one who haven’t achieved it faster has lack of skill and probably does not know how to utilize less straightforward solutions of the game in his own advantage. On the other hand prolonged combat results in attrition, it makes enemy to entrench, to take replacements and to receive reinforcements.
More time you spend in combat less likely it becomes to have enough strength to successfully reach end of it. Concept of resources (prestige) through campaign is not behaving in a way to support low skill players either. What is spent in previous scenario is not available in the next one and if only Victories are achieved new resources will not pour in.
This situation can be solved by boosting resources that will affect only players playing for Victory. No enemy reinforcements and replacements after condition for Decisive Victory has passed. In the same time giving replacements and reinforcements on scenario basis (not tied to campaign results) to player after time for reaching Decisive Victory has passed to help him win the edge in battle of attrition with generous time limit.
This way much wider type of players with differing skills could equally enjoy the game and progress in it without lowered motivation due to lack of skill or emerging frustrations.