I got to play two wonderful missions last night that were submitted via our Mission of the Month system and noticed something I've never even thought about before. All too often we as mission makers are putting the player into a heroic struggle against evil, facing sometimes insurmountable odds.
Granted a few of the themes have suggested in a somewhat stereotypical way that there is a small force going up against a large force, but it's really defined that way by common perception rather than through creativity. What I mean is, if the theme is "hasty ambush", does the player's team have to be the ones doing the ambushing? Does the player's team have to be smaller than the opposing force?
I do not disagree that this is entertaining. It is fun to be the hero or "special forces" that go in and kick some major enemy ass. However, there are other ways to make missions just as entertaining by exploring factors other than just the "destruction" factor.
All of these tips above go hand-in-hand. They overlap some of their advice, but that is because they concentrate on the same thing (removing the heroic element from typical mission-making).
If you've been reading thus far and still have no clue as to what I am discussing, I will provide a quick example of what a typical mission-maker might be thinking of and then an example of what the mission-maker should think about while designing his/her mission based on the tips outlined above.
Typical Mission: Destroy the communications tower
What Designer should be thinking about based on tips above:
I hope that clears up my thoughts alittle. I just wrote this article because I've seen way too many missions follow a stereotypical format and the Missions of the Month is supposed to inspire creativity. I hope these tips inspire mission makers to make more eccentric or non-traditional missions using the themes supplied.