Idea Threshing: Persistence between Campaign missions
Some devs mentioned this today on the irc chat, so I thought to discuss it here in more depth. Not sure how to format it, but here goes.
Initial Problem: In a multi-mission campaign, how is the player's effort in an earlier mission reflected in a later mission?
Traditional Solution (in GC2, at least): no persistence of any in-game resource between missions, generally just story progression
Alternate Solution 1: have a sequence of missions take place on a single map, with the first mission only allowing access to a limited area, and expanding the accessible area with each mission, maintaining all player resources, infrastructure, and units between missions
positives:
- would provide a nice continuity between missions and avoid the feeling of "I'm starting all over. Again."
- the necessary architecture would provide cool features for modding
negatives:
- would make it difficult to balance subsequent missions due to the wide range of potential player power at the end of the previous missions
- would pull development time away from other features for something that wouldn't apply much to sandbox or normal multiplayer play
possible ways to deal with the balancing problem:
1. just let the players abuse the persistence if they choose to, the only thing lost is that they won't get as much challenge on subsequent missions which may be less fun for them
- con: may complicate "metaverse" stuff, if that matters
2. limit number of turns for each mission
- con: not fun for many players to feel "rushed"
3. scale the difficulty of subsequent missions according to player power
- con: not trivial to quantify player power
- con: requires more effort to build and test the subsequent scenarios at 3 or 4 different scaling levels rather than just one
- con: probably can't deal with a player that has a world-wrecker spell or some similarly unstoppable force
4. negate certain high level spells or resources in the next scenario
- con: not fun
- con: probably not sufficient
5. restrict technology development to a limited set for each mission, removing restrictions with each mission
- alternate: base restriction on total tech "points" to allow player some tradeoff choices on what they research
6. when the player reaches a certain level of power or tech progression or whatever, end the mission
- con: what if they haven't finished the objectives?
- con: not fun for many players who want to play at their leisure
- alternate: just say "ok, you can keep playing this map and blow it up, but you'll enter the next mission with this part of the map and you and all your armies exactly as they are at this moment"
Alternate Solution 2: 1 mission = 1 distinct map file (even if multiple files are maps of the same area), but player can carry over units, spells, techs, maybe even cities
con: still needs balancing, but can restrict what or how many of whatever carries over by count or some "point value"
con: not as much continuity, leaves player wondering where all those cities went and what they mean now
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One idea would be to structure the campaign as a sequence of multi-mission maps, like 4 missions all on a single "air elemental plane" where the player learns a lot of air spells, then 4 missions all on a single "fire elemental plane" where the player semi-starts over with only some of the units from the previous plane and has to learn new magic; could wrap it up on a combination plane with allies and enemies from all previous planes. Anyway, this combines strong persistence between missions on one plane with a weaker persistence between planes without ever totally starting over.
Anyway, whaddya'll think? I'm completely insane, right? Other ideas?
Thanks,
Keith