![]() One major factor that helped quickly draw players in are the many quirky factions in the game. Launching to a very positive reception, it showed the efforts of the studio over the last five years have paid off. ![]() If replayability was the goal there are much better ways of achieving this while still using hand crafted maps - have different difficulty levels for each campaign scenario that make significant changes to the scenario.All history aside, and with over a month since it’s been released, Age of Wonders: Planetfall proved to be a refreshing move in the right direction for Triumph. Obviously there is a savings in development time, but how does it benefit the consumer? Perhaps for replayability but AoW3 already had tons of content, as my gameplay time will attest to. I would like to know the developers take on why they are using random maps. For a randomly generated map, after a while they all blend together. After completing a campaign scenario on a very well designed hand crafted map I can easily remember many interesting features of the map. ![]() But for games like Planetfall, where a scenario can take hours to complete, it leads to monotonous gameplay over maps that seem very similar. I've been playing this type of strategy game for decades and for me, random maps are always greatly inferior to hand crafted maps.I don't mind random maps for a game that has scenarios that only take a few minutes to play. Is this true and does it apply to all the maps in a campaign or just some of them. I really enjoyed AoW3 and I was planning to pre-order Planetfall until I read something about the campaigns only using random maps. ![]()
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