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	<title>Comments on: THE MOMENT YOU NEVER FORGET</title>
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	<link>http://solo.heavengames.com/2008/04/25/the-moment-you-never-forget/</link>
	<description>By Gordon Farrell: Essays and Commentary on the Art of the Single Player Game</description>
	<pubDate>Fri, 25 Jul 2008 05:52:50 +0000</pubDate>
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		<title>By: Gordon Farrell</title>
		<link>http://solo.heavengames.com/2008/04/25/the-moment-you-never-forget/#comment-15</link>
		<dc:creator>Gordon Farrell</dc:creator>
		<pubDate>Thu, 10 Jul 2008 17:23:00 +0000</pubDate>
		<guid isPermaLink="false">http://solo.heavengames.com/?p=11#comment-15</guid>
		<description>PARK -
Hey, nice to see you here! I want to apologize -- for some reason, the SOLO blog software required me to "approve" your comment before it would appear. That's never happened before, so I failed to check on it in my "manager's" menu. Needless to say, I remember the Magnus and Ulio mods for AoK very well and they were definitely scenarios that took RTS story telling to extraordinary heights. If anyone wants to check them out, AoK is still stable even on high-end computers and it's still a good-looking game. The files can be dl'd from AoK Heaven.

ELRICH -
I owe you an apology as well, for not responding sooner. I have to say I completely agree with your goals for your Beat the Boss entry. How did that work out? Let me also say that your comments on the importance of story have altered my plans for my next two or three columns. I want to start talking about more than just underlying theory and start getting into actual techniques for creating good stories. Anything you can share with us about your experiences with your Beat the Boss project would be much appreciated!
 
Oh, and Park -- did you ever play the SP campaigns for Empires:Dawn of the Modern World? ;)</description>
		<content:encoded><![CDATA[<p>PARK -<br />
Hey, nice to see you here! I want to apologize &#8212; for some reason, the SOLO blog software required me to &#8220;approve&#8221; your comment before it would appear. That&#8217;s never happened before, so I failed to check on it in my &#8220;manager&#8217;s&#8221; menu. Needless to say, I remember the Magnus and Ulio mods for AoK very well and they were definitely scenarios that took RTS story telling to extraordinary heights. If anyone wants to check them out, AoK is still stable even on high-end computers and it&#8217;s still a good-looking game. The files can be dl&#8217;d from AoK Heaven.</p>
<p>ELRICH -<br />
I owe you an apology as well, for not responding sooner. I have to say I completely agree with your goals for your Beat the Boss entry. How did that work out? Let me also say that your comments on the importance of story have altered my plans for my next two or three columns. I want to start talking about more than just underlying theory and start getting into actual techniques for creating good stories. Anything you can share with us about your experiences with your Beat the Boss project would be much appreciated!</p>
<p>Oh, and Park &#8212; did you ever play the SP campaigns for Empires:Dawn of the Modern World? <img src='http://solo.heavengames.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p>
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		<title>By: Park</title>
		<link>http://solo.heavengames.com/2008/04/25/the-moment-you-never-forget/#comment-14</link>
		<dc:creator>Park</dc:creator>
		<pubDate>Tue, 03 Jun 2008 18:04:31 +0000</pubDate>
		<guid isPermaLink="false">http://solo.heavengames.com/?p=11#comment-14</guid>
		<description>There are two scenarios that stand out in all the years I used to play RTS games. One was created by former Angel Rasher based on the novel, Magnus (the actual campaign name escapes me). The other was Ingo van Thiel's Ulio. I played through Rasher's campaign simply to get to the text story. After I finished his campaign, I tracked down the hard to find book and read it in a few days. I was convinced afterwards that the strength of any scenario depended on its story. 

Ingo always delivered a masterpiece. I demoed Ulio a long time ago. Then 1-2 years later, I re-installed AOK to play the full campaign. Only that campaign. You really felt for the guy's misfortunes.

But RTS games are usually macro-level where you aren't suppose to identify with any single unit, traditionally. I think a lot of FPS and RPG games from the very beginning have done an amazing job. Emotional appeal was never the focus of any RTS game except perhaps Warcraft 3.</description>
		<content:encoded><![CDATA[<p>There are two scenarios that stand out in all the years I used to play RTS games. One was created by former Angel Rasher based on the novel, Magnus (the actual campaign name escapes me). The other was Ingo van Thiel&#8217;s Ulio. I played through Rasher&#8217;s campaign simply to get to the text story. After I finished his campaign, I tracked down the hard to find book and read it in a few days. I was convinced afterwards that the strength of any scenario depended on its story. </p>
<p>Ingo always delivered a masterpiece. I demoed Ulio a long time ago. Then 1-2 years later, I re-installed AOK to play the full campaign. Only that campaign. You really felt for the guy&#8217;s misfortunes.</p>
<p>But RTS games are usually macro-level where you aren&#8217;t suppose to identify with any single unit, traditionally. I think a lot of FPS and RPG games from the very beginning have done an amazing job. Emotional appeal was never the focus of any RTS game except perhaps Warcraft 3.</p>
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		<title>By: Elrich</title>
		<link>http://solo.heavengames.com/2008/04/25/the-moment-you-never-forget/#comment-13</link>
		<dc:creator>Elrich</dc:creator>
		<pubDate>Wed, 14 May 2008 14:20:43 +0000</pubDate>
		<guid isPermaLink="false">http://solo.heavengames.com/?p=11#comment-13</guid>
		<description>Priests' conversion is a special case. I remember playing AoE and the incredible fury I had when a priest converted one of my units. The enemy could kill of as many of my units as they wanted, but nothing stirred my anger more than a conversion. I would refuse the technology to have them die instead of converting because I wanted to have a chance to convert them back which, of course, I never did. I wish I could tell you WHY conversion was so personal to me. The military equivalent would be: your archer died and at the same time a separate archer was created on the enemy side, but it wasn't a separate archer - it was MINE! (I'm still angry about it!) I can't say I felt anything personal about that one unit, I think it was the idea of having a unit of mine stolen and used against me.

Without a good story, good storytelling and interesting characters a game would be basically:    
Unit A who has 120 hit points and does 12 damage hits unit B and after calculating 45% chance to hit rate, hits the opponent. The damage would be 9 points minus Unit B's armor of 3 defense points so the resulting loss of hit points to unit B is 6.  
Very exciting :&#124;
Sounds more like a math word problem rather than a living, breathing story. At its core, every game has similar math for unit to unit battle, so what makes it touch your soul? Graphics help, but are not necessary. Haven't we all read a book and FELT the characters as if they were real people even though we have never seen them? Why were the first-made Star Wars movies more loved and the newer prequel movies (I think most people's opinion)? The newer ones of course had much better special effects (graphics), but it lacked great characters like Han Solo and a farm kid you got to see grow into a wise, but still mistake-making Jedi.

The Age of Mythology Heaven Scenario and Design forum is hosting a Beat the Boss contest where you create a scenario and have to make an interesting way to defeat a boss (a unique and unusually strong unit for those who dont know). I'm putting most of my focus into the story rather than the mechanics of the game. I am hoping that if I can touch the judges soul with my very real characters that they will have this 'experiential moment' which will set my entry apart from the typical hack and slash entry.</description>
		<content:encoded><![CDATA[<p>Priests&#8217; conversion is a special case. I remember playing AoE and the incredible fury I had when a priest converted one of my units. The enemy could kill of as many of my units as they wanted, but nothing stirred my anger more than a conversion. I would refuse the technology to have them die instead of converting because I wanted to have a chance to convert them back which, of course, I never did. I wish I could tell you WHY conversion was so personal to me. The military equivalent would be: your archer died and at the same time a separate archer was created on the enemy side, but it wasn&#8217;t a separate archer - it was MINE! (I&#8217;m still angry about it!) I can&#8217;t say I felt anything personal about that one unit, I think it was the idea of having a unit of mine stolen and used against me.</p>
<p>Without a good story, good storytelling and interesting characters a game would be basically:<br />
Unit A who has 120 hit points and does 12 damage hits unit B and after calculating 45% chance to hit rate, hits the opponent. The damage would be 9 points minus Unit B&#8217;s armor of 3 defense points so the resulting loss of hit points to unit B is 6.<br />
Very exciting <img src='http://solo.heavengames.com/wp-includes/images/smilies/icon_neutral.gif' alt=':|' class='wp-smiley' /><br />
Sounds more like a math word problem rather than a living, breathing story. At its core, every game has similar math for unit to unit battle, so what makes it touch your soul? Graphics help, but are not necessary. Haven&#8217;t we all read a book and FELT the characters as if they were real people even though we have never seen them? Why were the first-made Star Wars movies more loved and the newer prequel movies (I think most people&#8217;s opinion)? The newer ones of course had much better special effects (graphics), but it lacked great characters like Han Solo and a farm kid you got to see grow into a wise, but still mistake-making Jedi.</p>
<p>The Age of Mythology Heaven Scenario and Design forum is hosting a Beat the Boss contest where you create a scenario and have to make an interesting way to defeat a boss (a unique and unusually strong unit for those who dont know). I&#8217;m putting most of my focus into the story rather than the mechanics of the game. I am hoping that if I can touch the judges soul with my very real characters that they will have this &#8216;experiential moment&#8217; which will set my entry apart from the typical hack and slash entry.</p>
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		<title>By: Gordon Farrell</title>
		<link>http://solo.heavengames.com/2008/04/25/the-moment-you-never-forget/#comment-12</link>
		<dc:creator>Gordon Farrell</dc:creator>
		<pubDate>Sun, 27 Apr 2008 17:59:54 +0000</pubDate>
		<guid isPermaLink="false">http://solo.heavengames.com/?p=11#comment-12</guid>
		<description>Hey, tf, yeah, actually I think there's a direct chronology that can be traced here. Hero units have always been present in the AoE series, but in the first AoE game they weren't used as a way of getting players more emotionally immersed in the game. But a bunch of us who were modding AoE back in the 1990s saw a real opportunity to do something creative here and jumped on it.

In the original &lt;em&gt;Age of Empires&lt;/em&gt;, the typical mission briefing reads like this:

&lt;em&gt;The elimination of the Izumo leader brought a temporary peace to that part of your border, but the Izumo are getting aggressive again. Izumo raiders from islands in the Inland Sea have attacked a number of your coastal villages. They have carried off important treasures from several shrines. You are ordered to attack the Izumo islands and recover the six treasures they have stolen.&lt;/em&gt;

For all of its ground-breaking advancement of the RTS genre, the original &lt;em&gt;Age of Empires &lt;/em&gt;always struck me as a game that never fully exploited the story-telling potential of the medium. There's a lot lacking in a mission briefing like this one. Why are the Izumo getting aggressive? The more real the writer makes their motives, the more compelled I will feel to counterattack because the more real their threat will seem to me. What are the treasures that were stolen? Why are they important to my people? And more significantly, are they important to me personally? 

And who exactly am I playing? The Yamato, obviously, but who is my character, the man assigned to undertake this mission? The more real you make him, the more emotionally invested I become in the game.

Three modders really jumped on this and used a new approach to character creation in their custom AoE levels. I was one of them in my Persian Wars series, along with Chris Theriault and a mysterious modder named Imhotep who did some of the best AoE custom work we had ever seen, then disappeared one day after some melodrama on the site. Both of these guys did a lot of tremendous groundbreaking work here.

In fact, Chris, aka Eggman, created a wonderful scenario about Julius Caesar's invasion of Britain in which the character of Caesar figures prominently as a real protagonist. Well guess what? When the ES put out the &lt;em&gt;Rise of Rome &lt;/em&gt;expansion pack, they had a four-scenario mini-campaign in which we follow one character, Julius Caesar, through key events in his life. When I was working for Stainless Steel Studios, we called this a "focused campaign" as opposed to an "epic campaign." But it was a direct route from here to WarCraft 3!</description>
		<content:encoded><![CDATA[<p>Hey, tf, yeah, actually I think there&#8217;s a direct chronology that can be traced here. Hero units have always been present in the AoE series, but in the first AoE game they weren&#8217;t used as a way of getting players more emotionally immersed in the game. But a bunch of us who were modding AoE back in the 1990s saw a real opportunity to do something creative here and jumped on it.</p>
<p>In the original <em>Age of Empires</em>, the typical mission briefing reads like this:</p>
<p><em>The elimination of the Izumo leader brought a temporary peace to that part of your border, but the Izumo are getting aggressive again. Izumo raiders from islands in the Inland Sea have attacked a number of your coastal villages. They have carried off important treasures from several shrines. You are ordered to attack the Izumo islands and recover the six treasures they have stolen.</em></p>
<p>For all of its ground-breaking advancement of the RTS genre, the original <em>Age of Empires </em>always struck me as a game that never fully exploited the story-telling potential of the medium. There&#8217;s a lot lacking in a mission briefing like this one. Why are the Izumo getting aggressive? The more real the writer makes their motives, the more compelled I will feel to counterattack because the more real their threat will seem to me. What are the treasures that were stolen? Why are they important to my people? And more significantly, are they important to me personally? </p>
<p>And who exactly am I playing? The Yamato, obviously, but who is my character, the man assigned to undertake this mission? The more real you make him, the more emotionally invested I become in the game.</p>
<p>Three modders really jumped on this and used a new approach to character creation in their custom AoE levels. I was one of them in my Persian Wars series, along with Chris Theriault and a mysterious modder named Imhotep who did some of the best AoE custom work we had ever seen, then disappeared one day after some melodrama on the site. Both of these guys did a lot of tremendous groundbreaking work here.</p>
<p>In fact, Chris, aka Eggman, created a wonderful scenario about Julius Caesar&#8217;s invasion of Britain in which the character of Caesar figures prominently as a real protagonist. Well guess what? When the ES put out the <em>Rise of Rome </em>expansion pack, they had a four-scenario mini-campaign in which we follow one character, Julius Caesar, through key events in his life. When I was working for Stainless Steel Studios, we called this a &#8220;focused campaign&#8221; as opposed to an &#8220;epic campaign.&#8221; But it was a direct route from here to WarCraft 3!</p>
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		<title>By: theferret</title>
		<link>http://solo.heavengames.com/2008/04/25/the-moment-you-never-forget/#comment-11</link>
		<dc:creator>theferret</dc:creator>
		<pubDate>Sat, 26 Apr 2008 19:14:54 +0000</pubDate>
		<guid isPermaLink="false">http://solo.heavengames.com/?p=11#comment-11</guid>
		<description>Gordon, do you think that the unique role that the priest had in the game served as a precursor to the heroes that we see in modern RTS? WC3 had massive numbers of heroes, AoE3 had explorers, other games have super-units that stand out to us. Do you think developers are actively trying to get us to care about the game more?</description>
		<content:encoded><![CDATA[<p>Gordon, do you think that the unique role that the priest had in the game served as a precursor to the heroes that we see in modern RTS? WC3 had massive numbers of heroes, AoE3 had explorers, other games have super-units that stand out to us. Do you think developers are actively trying to get us to care about the game more?</p>
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