Map Narrative


(DB Genome editor) #1

Disclaimer: I realize that none of the maps are probably final yet, so some of this might be in work already. I also realize that many people in this Beta couldn’t care less about backstory and narrative, but I’m not convinced that will apply to all the eventual casual players. A solid and coherent backstory is an important part of an immersive game and without it a game can feel like an empty shell to many people, not the kind of feeling you want to create if your livelihood depends on these people buying goodies for virtual characters…

At the moment the storyline behind each of the maps and their objectives still feel like it’s not fully developed. What is the fundamental mission goal and how we’re getting about completing it? Right now this is pretty much left to our own interpretation and some of it doesn’t seem to jive. This has no impact on gameplay, but limits the immersivity or believability of the game which is important if you hope to create player attachment to mercs and the DB universe in general.

Commander Intros:

The “shopping list” approach to the objectives (“First do this, then do that…”) just doesn’t feel right to me, it doesn’t feel like a mission briefing. A proper briefing should highlight the end goal of the mission (“Our mission is to steal drug samples left behind by the GH corporation”), then describe how it will be achieved (“We will secure and repair an abandoned EV then escort it to a location within sight of the GH building where it will be used to blow the entrance to the building” and so on).

Conversely, the defense briefing should describe first the end goal (“We’ve been hired to prevent an opposing force from stealing drug samples located in the GH building”) and then the means (“Intel says they plan to use a CDA EV abandoned nearby to breach the entrance, our objective is to prevent them from securing this vehicle. Should they succeed, we must make every attempt at stopping that EV from reaching the GH building.” etc…).

A more narrative approach to the briefing would give better context to the whole mission but also provide more meaning and coherence for some of the objectives.

Time Limit:

One aspect that is completely missing right now from a narrative standpoint is justification for the mission time limit on most maps. Pardon the bad pun, but DB does not happen in enemy territory, so the threat of eminent reinforcements is not there to justify an implicit time limit to the missions. Trainyard is the only map so far that has some sort of justification for this limit: the train that is coming. But that only makes sense up to the 2nd objective. And even then we never see the consequences of not completing these objectives in time (no train rolling by on the other track because we didn’t destroy the switch, or crashing into the blocker car that hasn’t been removed).

Whether there is an explanation specific to each mission or a generic one, it should be covered in the backstory somewhere. We are operating in a contaminated environment after all, maybe strict limits on exposure is enough to abort missions after a predefined time. But if that’s the backstory justification, let’s make it clear in the end game: “This is taking too long, you lot will be glowing in the dark before you’re done. Abort and pull back to the extraction zone” tells more of a story than “Mission failed. Ah well…”.

Objectives Purpose:

The majority of objectives on the current maps are coherent and make sense as a sequence to achieve the end goal of the mission, but in some case a bit more context could help give them meaning. A better intro and/or outro narrative could take care of that by filling in the “Why” behind the “What”. If I’d be risking life and limbs to blow up containers, EMP some servers or flood a tube station, I would sure like to know what it is I’m destroying and why it’s so important to take it away from the other guys…

  • [li]Control Area Objectives:
    [/li]Everybody seems to hate them from a gameplay perspective, but they are just as bad from a narrative point of view: what exactly am I doing while I just stand in this square?!? At the very least these should be depicted as hands-free hacking or something similar: just pop out your PDA to start the capture then put it away while it does its thing, signal is lost if you leave the capture zone so you have to reconnect when you return. If you really don’t want any player action other than entering the capture zone, then make the PDA self-connecting but throw in some connecting / disconnecting sound effects so we get the feeling something is happening…


    [li]Trainyard:
    [/li]Bringing back the doc run objective makes a huge difference in the narrative of this map, now there is a clear purpose to derailing the train. The bit that remains confusing however is the blocker car: why does it have to be removed (it probably wouldn’t stop the train from falling into the canal) and why does it need to be blown up from the inside (especially when the animation doesn’t destroy it but flips it over)? I’m not arguing about the gameplay aspect, but from a narrative point of view it makes no sense so a bit more fleshing out could help.



    [li]Whitechapel:
    [/li]The only loophole I see in this map’s narrative is why does the EV have to reach it’s final destination before we can carry the EMP charges? You might also rethink the outro animation since EMPs should not destroy a building…


    [li]Bridge (Bridge Alt):
    [/li]This one simply needs closure: what happens after the drug samples are put in the container? A simple helicopter pick up as in the new Trainyard would provide a proper ending.



    [li]Dome:
    [/li]The first objective on this map is probably the most confusing one from a narrative standpoint: how does blowing up either of these containers open the way to rest of the map?!? Please make those something that at least look like they could be related to the access way: a mobile command center, a power generator or transfer station, anything whose destruction could explain the failure of a containment door…

(tokamak) #2

Also no fluff reason why we cant have two bombs ticking at the same time. Gameplay wise it’s okay-ish but any other way it doesn’t make any sense. And even from a gameplay perspective I can imagine the frustration of having your plant snatched by someone planting at B a few seconds before you.


(spookify) #3

Especially with the Engy perk that defuses 50% fast or something crazy like that…


(spookify) #4

I will add this here:

I was playing at lunch and it was 5 v 5 on Terminal… It was OBJ and they blew the wall with 2 minutes left and got like 8 additional minutes… We are defending and were lucky because all 5 of us took up a defensive spot around the blown wall… We could have easily held them there for all 8 minutes but then their spawn magically changed… I knew this happened but didnt think it was until a person planted or repaired a pump or did something to push far into the end stage… We totally had them… My point is it was stupid just for their spawn to change with out really doing anything other then wasting time…

SD please be more creative in CAPS, Spawns, Obj Runs and plants… You are making a game that is similar to ET, RTCW or ET:QW with out any of the pieces that made those games great… You have actually took those idea’s and flipped them making a very crappy map play experience…

Like Train… FOR REAL
You now have us plating Dyno in the middle of an area with 2 walls that look horribly out of place…

The Map design is perfect for so many things! You already have 2 areas in the first stage that are gated off… (OH but they majically open when you plant dyno 200 yards away! WHAT!)
Use common sense… If you already have a barrier use that as an objective… Lets Attackers plant dyno at that gate. That should be automatically the Number 1 thing that gets done. Then some type of spawn flag cap or something to move the enemy spawn back so the second dyno can be planted easily… Add a one way door to that second gate and you have a radar style map that will be hugely popular.

Train to me is like planting at Terminal wall and then not going through that area but hey blowing up this wall opened a different area for some unknown reason!!!

You are trying to make a Team Based, F2P, FPS that is: Not Team Based - Everyone can do anything and ONE person “ONE” can win a map…
I havent seen any team work in this game… I have never said amazing shot… I have never covered or followed an engy… I dont play medic any more or even have him in my 3 mercs…

Picking 3 mercs in pubs also a joke!!!

  • It will never work! Playing fast Obj games or even SW the time between rounds needs to be short because people do not want to be waiting around… Right now its freak short yet you cant switch mercs in time or think about what mercs you need for this map…

Alpha was so amazing before all this crap changed… OP SAW was crazy fun then OP phoenix was amazing! Then OP Fragger… THEN POOF - 3 merc limit and tons of other things that we were like WTF happened!!

Its frustrating!!!

I need a new game or just “A” game… I really only play one at a time…


(tokamak) #5

I’m okay with the current objective types. They work well. An ordinary construction or hacking objective would okay as well. But anything more exotic becomes often very mushy. We saw it in Brink and the remote stuff at old Terminal wasn’t that great either.

A rails-objective would be welcome as well. Rails cargo is always very solid in the way teams can contest it.

What definitely has to be explored further is side objective and the way different mercs can interact with these side objectives. That’s what makes players feel like they can actually have an impact on the game other than just racking up a bodycount.


(spookify) #6

[QUOTE=tokamak;511475]
What definitely has to be explored further is side objective and the way different mercs can interact with these side objectives. That’s what makes players feel like they can actually have an impact on the game other than just racking up a bodycount.[/QUOTE]

Side Objective are Horse Poop! In comp they either be done right away for not done all together… In comp everyone will move as a team however working as a team is a little different in this game… Dome is going to be crap in Comp… 2 Obj to defend with 6 people… So 3 v 3 v 6? yeah ok…

SD need to think and design maps with the notion that 6 people are going to be running down one of a few paths together or possible in a group of 3. Does this map work for this?

I cannot imagine playing this game in gather/ranked/pub/scrim/match with 5 other people on TS all moving as one unit… Actually having a medic do something and then spawn camp the crap out of them…

OBJ is a spam fest and not sure how that will work in ranked games…

SW - 5v5 or 6v6 should be perfectly fine for these small maps except Dome… I can see Dome working in OBJ 8 v 8…

Carney wharf still blows… They need one was doors by the escalators and a dyno wall in the middle to blow… The camp time cap area should be a flag cap with only access to the back and top and side dyno plants… This would be epic!!! Enemys could recap or sneak recap with that elevator and jump down… Most likely to their death but hey they might not me watching…



(tokamak) #7

The absolute biggest value of side objectives is that they conduct the fights, be it unorganised pubs or strictly executed clan tactics. They’re a way for teams to make meaningful clashes and keep everyone on the same page about what’s going on.

The foundation of this lies in that side-objectives are all optional. You can have tons of them, have the attackers invest a lot in completing them and gradually work their way to a secure chance at the final objective, or they could invest less and do quick passes at the final objective or anywhere in between.

Without side objectives it’s all just tunnels and corridors rapid back and forths and general chaos.

You can compare it to rock climbing. A safe climber drills lots of pins and a free climber tries to make it in one go. A good map has all sorts of options available. In a pub this means that a bunch of lone players can secure positions for their team (without their team even having to be fully aware they’re being helped in this way) and in a clan fight it means carefully premeditated moves to outwit the opponent.