I was once struck by an opening from scene by Imperialist (an old forumer here)...my mate will have to forgive me but I cannot recall the campaign/scenario by name. Anyway it is a simple scene that is perfection. In the scene there is a champion unit striking at a palisade end, and the unit appears to be at practice...it is as you said the precision that makes this scene so remarkable...as the tragic hero character (champion) is beset with some horrific news, the scene just works to portray a mood of anger and sorrow so well. I can't describe it but to say that all units moved and behaved realistically as the messages were displayed. The timing and even the angle of the view of the units was perfect. The one scenario campaign is not on par with Ulio if you will...but that one scene was design perfection and worked to bring the player right down into and onto the map.
Since crasher is here...I'd like to mention his TNW, where there are many scenes that work to perfection...but that is only the surface of what I'm leading to with the mention of that fantastic campaign.
The dramatic is often a product of my imagination when I play a scenario. So, the little design touches on a map often lead to a realism and overall drama. In other words I am experiencing the game as a world, although not the true reality, but a world nonetheless. Like watching a movie from the couch...the scenes, if created well let me believe on some level that I am viewing real events...and this is the vehicle of drama. Lending to the scenes preparation and overall special effects of the portrayal.
So when crasher designed his towers that when entered a message displays and say's 'climbing the stairs,' I was instantly brought into and onto the map, and was therefore open to any drama that might be portrayed. I am no longer a person at a computer, I am Christopher Columbus, inside a tower, and my goal is making preparations for my voyage to India...if only I can raise the funds! There is so much that can be told of what goes into the making of great drama in these games with stories, but sometimes it is the seemingly little things that have the most influence on the story. Just like in a good novel we appreciate the many details placed into a description, and the more artistically done the more enjoyable it is. The good news is the details often come without much effort or intention on the designers part, but the results can be dramatic, striking, and sensational! Here is a true story of my experience designing that kind of relates. In my design...soon to be released, I have designed a support character, in the game plot that actually makes me feel sad when I play through those scenes, of course I have no idea right now how others will experience it...I have in someway identified with this character and in truth he is for me, better than my hero and all the other characters in my design and story. I can't explain it, only to say that most of my experience is taking place in my imagination...great topic post.
"I take it that this is the Anastasia Scud pines for?" - Epic Commander
"What Ana said. Use sugar and the whip." - aka the Pilot
"I think you will realize the emphasis was on Ana and Cake." - Monk
[This message has been edited by AnastasiaKafka (edited 02-01-2003 @ 08:02 AM).]