Making the campaign map come alive

In my opinion, there are a lot of lessons to be learned from previous 4x'ish fantasy games, their successes and failures.

One of the more important lessons, that I think has been neglected in recent titles, come from the early homm titles:

Basic Positional Audio to reinforce the sense of connection between unit and map!

The early titles had small loopable samples connected to many of the areas.

example: a hero was close to the coast, close to a mine, close to trees:

The following samples would play: crashing waves, the dink of picks on stone, the sound of wind in the trees.

This very simple system was in my opinion one of the most immersive features I've ever encountered in a non 1st person game. elemental could REALLY benefit from it imo. Its also a big challenge, since space (galciv2) has the advantage of being soundless, so the only sounds you need are explosions and pew pew pews. a fantasy map without sounds would plain suck :D

6,037 views 7 replies
Reply #1 Top

I would add that the same music over and over and over again is PAINFUL. I usually turn the music off on these kind of games because it's not fun hearing the same thing.

 

I usually keep the sound effects on and I agree with   that a few sound effect that are attached to the area you are in is cool.

 

I suggest either lots of different music that you can play pretty much anywhere you are and or a possible weay to let me play my own music during the game. I have lots of fantasy theme music that I would enjoy listeneing to while I play.

Just a thought

Reply #2 Top

Basic Positional Audio to reinforce the sense of connection between unit and map!

After she retired, I got my mom hooked on gaming and the early HoMM titles were among her favorites. She and I both also really loved this subtle but fine detail. It's such a good idea, it works across the generation gap!

Reply #3 Top

I agree a dynamic campaign map rich in visual and audio elements would something truly special and has been an element of the design that has been sorely overlooked in recent years with such games. Mix those elements with some alignment themed music in the background for ambiance and you have greatness.

Reply #4 Top

also giving areas and places some kind of mood text would be awesome. everything to enhance flavor and get the imagination going.

 

example: names for forests, mountain ranges, city descriptions: that point out some special feature of the city or nick name, to get the idea of a culture and a living breathing world.

Reply #5 Top

And imagine if some places would change of name!

Imagine you have a hero called "Bob". And after a big fight in a forest the new forest name is "Bob" forest" os something like that. Wouldn't it be awesome?

 

Reply #6 Top

I always play with all sounds switched off.

Reply #7 Top

Quoting vieuxchat, reply 5
And imagine if some places would change of name!

Imagine you have a hero called "Bob". And after a big fight in a forest the new forest name is "Bob" forest" os something like that. Wouldn't it be awesome?

 

 

Yeah the TW system has such a system. It is very cool. The only problem is that you cant rename it. I do liek those things a lot. It shows polish and refinement.