GsMcAmis
03-23-2003, 07:06 AM
First of all, I want to say that the incident that prompted this dicussion was a tragedy.
It is not my intention to disrespect those that were killed or injured in the incident by discussing the topic so soon, for the pruposes of such a trivial thing as this game. I very much respect those that have paid such a high price in the line of duty.
However, this incident is fresh on everyones mind and provides a classic example of a situation that could have possibly been made more costly had the folks living the situation made different choices shortly there after.
So with that being said...
Imagine you are there as a member of the 101st. You hear a hand grenade go off and the sounds of activity that indicate something serious has just happened and the unit has taken casualties. Then as air raid sirens begin to sound and you hear "bunker bunker bunker" an incoming enemy missile is intercepted right above your location. With the explosions the shouting and activity what state of mind would you be in? What would you be thinking at this time?
It wouldn't be a huge stretch to assume that a few (probably more than a few) soldiers imagined the base as being under attack. Making the wrong choices after these incidents might have proved even more costly.
Now lets imagine the 101st was in a position that making the wrong choice after these strange events would cause a tactical catasrophy of some sort. Say the enemy was near but some sort of situation was in place that resulted in a stalemate. For instance the 101st might have been awaiting support but believing themselves to be under attack then and there launched a counter attack that is doomed to failure.
How can we add these elements to scenarios in such a way as to be suttle enough for a player to not pick up on what is happening until after the fact?
What situations can be engineered into scenarios, using present tools, that would result in a defined point of decision being forced on the player and then scored?
Whatever the answers remember that the scenario mustn't be boring or feature a time limit of more than 40 minutes.
Hopefully we can get a whole slew of new and orginal scenario types out of this discussion. (maybe possibly hopefully)
It is not my intention to disrespect those that were killed or injured in the incident by discussing the topic so soon, for the pruposes of such a trivial thing as this game. I very much respect those that have paid such a high price in the line of duty.
However, this incident is fresh on everyones mind and provides a classic example of a situation that could have possibly been made more costly had the folks living the situation made different choices shortly there after.
So with that being said...
Imagine you are there as a member of the 101st. You hear a hand grenade go off and the sounds of activity that indicate something serious has just happened and the unit has taken casualties. Then as air raid sirens begin to sound and you hear "bunker bunker bunker" an incoming enemy missile is intercepted right above your location. With the explosions the shouting and activity what state of mind would you be in? What would you be thinking at this time?
It wouldn't be a huge stretch to assume that a few (probably more than a few) soldiers imagined the base as being under attack. Making the wrong choices after these incidents might have proved even more costly.
Now lets imagine the 101st was in a position that making the wrong choice after these strange events would cause a tactical catasrophy of some sort. Say the enemy was near but some sort of situation was in place that resulted in a stalemate. For instance the 101st might have been awaiting support but believing themselves to be under attack then and there launched a counter attack that is doomed to failure.
How can we add these elements to scenarios in such a way as to be suttle enough for a player to not pick up on what is happening until after the fact?
What situations can be engineered into scenarios, using present tools, that would result in a defined point of decision being forced on the player and then scored?
Whatever the answers remember that the scenario mustn't be boring or feature a time limit of more than 40 minutes.
Hopefully we can get a whole slew of new and orginal scenario types out of this discussion. (maybe possibly hopefully)