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Mmaruda

10 Days of Autumn complete - here is some thought

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No idea why it took me so long, maybe I was just to focused on training and online flights, but I finally managed to get my focus together and deal with the first official scripted campaign.

 

Here is some critique. It's not to say it's bad by any means, or that it's not immersive. It is and so much more. But... It could be better.

 

I liked the story in the briefings, but at some point I stopped caring to read them with attention. Maybe if there was some kind of intro, like in the old generated campaign focusing on the protagonist - the pilot. After all we are this particular dude, I'd like to see him, know his thoughts, what he hopes for, what he fears. The text in the briefings is sort of just there. Well written, but lacks something that would invoke personal engagement.

 

An additional thought here, is that the campaign would benefit from some cutscenes - an intro video or maybe comic strip narration like in CFS2 (loved those). For some reason I believe still images with text am music suit serious games... Nobody seems to care though. :(

 

As for the missions, they are not particularly challenging, but do require some flying competence, though they do make for a good introduction to the sim - most of the time weather conditions are far from good and you are supposed to stick to certain flight parameters. I like this a lot. It makes for some beautiful scenery. 

Now that said, it starts slow and... does not ramp up at all. Somewhere in the middle there are some more combat-intense flights, but the last 2-3 missions are simple cake walks. Maybe it's my cinematic sentiment, maybe just some sort of routine from other games, but I would expect that the scale and difficulty would increase throughout the campaign and culminate with an epic battle. Meanwhile, the last mission is an escort and a cakewalk. Maybe a missed something, but it was a bit disappointing to do the full run without enemy contacts.

 

Now that said, I enjoyed the hell out of the campaign, and all the issues above aren't really that big of a deal, but... it's a scripted campaign and maybe due to some film / gaming habbits, one would expect something more dramatic. I really don't know how to say this, it was great, but maybe I am just not pleased with the lack of an epic final battle. Probably gaming habits - you expect an epic boss fight and a cinematic outro. All I got was a screen saying I did 15 sorties, got 11 kills and destroyed 2 ground targets. It's not really a complaint, more of a recommendation for future releases.

 

Anyway, it was a good run, hopefully it will get better.

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These missions take many hours to create - the types of things you're talking about would render the entire endeavor impractical for a single author.

 

Spend some time in the editor - make one well built, immersive mission, then come back and tell us you still want cut-scenes in a 15 mission campaign.

 

I'm not picking on you, I just think you lack a bit of perspective on how much work it takes.

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Now that said, I enjoyed the hell out of the campaign, and all the issues above aren't really that big of a deal, but... it's a scripted campaign and maybe due to some film / gaming habbits, one would expect something more dramatic. I really don't know how to say this, it was great, but maybe I am just not pleased with the lack of an epic final battle. Probably gaming habits - you expect an epic boss fight and a cinematic outro. All I got was a screen saying I did 15 sorties, got 11 kills and destroyed 2 ground targets. It's not really a complaint, more of a recommendation for future releases.

 

Anyway, it was a good run, hopefully it will get better.

 

You know this is a flightsim right?... This is not Doom where you are gradually fight against hordes of enemy's to finally confront the Cyberdemon. For this you really need to adjust your expectation's i think. For the rest i do think the system can improve somewhat in the future. I would guess that cinematic's are a step to much but, some photo's and map's to create some extra info and immersion would not be bad. I agree with you on that one. Lastly one should not forget that this tool was added for two reason's. Firstly for the dev team to sell campaign's made by BlackSix, and secondly to add usermade campaign's. 

 

Grt M

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You know this is a flightsim right?

 

Perfectly aware. :) And I know how it goes, but I guess over time you get used to certain things and sometimes you just cannot help it. Also, the missions in ROF were hard as hell sometimes and each time I took off here, I always had the impression that I will be facing overwhelming odds, and I didn't. 10 Days is something more of a tutorial or a beginner's campaign I feel. Which isn't a bad thing, considering how many new players are always faced with a difficulty wall when it comes to campaigns in sims, so quite the opposite.

 

I am also aware how much work it takes to make such missions, and again, I am impressed, since for the most part, I was immersed and felt like I am flying around a battlefield, and I think it's very hard to achieve with this editor. Not to mention the fact that so many patches have been released and nothing in the scripted campaign broke (which is something, considering how it is in the 'other sim').

 

I am going to play the Russian campaign now, we'll see how this one turns out.

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These missions take many hours to create - the types of things you're talking about would render the entire endeavor impractical for a single author.

 

Spend some time in the editor - make one well built, immersive mission, then come back and tell us you still want cut-scenes in a 15 mission campaign.

 

I'm not picking on you, I just think you lack a bit of perspective on how much work it takes.

Unfortunately the editor is a little bit tricky and cumbersome. Still it's not the poster's fault that creating content for BoX is way more difficult than it was for the old title (I mean 1946). Were it not the case, each could easily find an abundance of missions which meet his/her interests and preferences. I very much look forward to the new campaign system, but SP gaming would also benefit a lot from a more handy and intuitive editor.

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Unfortunately the editor is a little bit tricky and cumbersome. Still it's not the poster's fault that creating content for BoX is way more difficult than it was for the old title (I mean 1946). Were it not the case, each could easily find an abundance of missions which meet his/her interests and preferences. I very much look forward to the new campaign system, but SP gaming would also benefit a lot from a more handy and intuitive editor.

 

The editor is cumbersome, but powerful.

Of course it's not his fault, but that's neither here nor there really...the reality remains the same.

 

I built campiangs in the old editor, I build in the new editor...I wouldn't trade this new one for the old one.

If we still had the old editor then we would have more user-made campaigns of lesser quality.

 

Now we have fewer (than we would if the editor were simpler) but of higher quality.

Is what it is, and it's not going to change.

I can do things with this editor that I could only dream about with the old one - however I also spend 10-15 hours per mission vs

8 hours with the old one. The idea of cut scenes etc...we'll I'd need a team.

It's just not practical.

Edited by Gambit21

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The Devs have said (and I can't remember which DD) that the ability to add photos and - I think - video or sound clips to briefings (as well as in mission) will eventually be added. Much fun will be possible once these features are implemented!

 

I can imagine maps, screeen-shots and so on being used in briefings.

 

Having said that though, beyond culling publicly available youtube clips or google image searches, the odd scan from a history book, etc - anything more "audio-visual" would seem to be beyond the resources of a "home" mission builder, perhaps beyond the resources of BlackSix too!

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This should be possible, already. In the 3 He111 missions, Veteran66 developed quite some time ago, you had pics of the target, to see what you have to bomb.

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Indeed. From what I recall, Veteran's (and - I think - Juri's) briefing illustrations are actually displayed after the mission starts. They're cleverly using the limited in-mission media display capabilities. It's a really clever work-around, something that I'd never have thought of, but not really the "functionality" I have in mind.

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