I've been talking a lot about mission design recently. And I know I'm setting myself up for an example. Don't worry, it's coming. I'll post in the near future a whole mission tree showing how missions should lead on from one another, and how mission success and failure should present different possibilities to the player.
And I'll also illustrate how these mission trees can be generated with a degree of randomness, so that a whole army of mission scriptors need not be employed by games companies.
I'll reveal all, soon.
Friday, 1 February 2008
Mission trees - cause & effect
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mission orchards...?
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