Suggestion: Scenario Editor

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David
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Re: Suggestion: Scenario Editor

Post by David »

Dordanov wrote:I agree David, most of the user generated content regarding scenarios is usually not really interesting for games that have those features.

This could ofcourse change if there is some sort of a rating system for scenarios and/or a sort of "editor's pick" list for high quality user content.

If it's just one big pile of data with different quality levels mixed I will most probably not even bother trying one anyway, just because the sheer numbers tend to be overwhelming, and the data not worth it (quantity over quality).
We are thinking that perhaps it is better that users first come up with scenario ideas on the forum. For those that we find really interesting, we may create a challenge game based on that setting.

I think it is not an easy process to come up with something really innovative and interesting and it may take time. And the first step would be to do a write-up. If we couldn't even find an interesting post on the forum about a scenario concept, it may not be realistic to assume that interesting scenarios will be created by "somebody" automatically once we have implemented a scenario editor.

Here is a thread that you may write your idea about this if you are interested:
http://www.capitalismlab.com/forum/view ... f=14&t=827
(One of the users suggested roleplaying scenarios but we haven't found a concrete way to nail down the details.)
mwyeoh
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Re: Suggestion: Scenario Editor

Post by mwyeoh »

David wrote:Do you get new user created maps regularly that you find interesting to play with? For instance, do you get 1-4 new user created maps per month that you find refreshing to play or they are more or less the same as previous maps?
At the moment, since the game is quite new, there is still always some good maps being made by fans of the game.
It definitely extends the life of a game such as Tropico, which relies heavily on missions and challenges.

The game is definitely quite different to Caplab, and with the focus on missions and storylines, so there is never 2 maps which are the same.
Eg- Some maps deal with having to suppress rebels, some deal with turning your island into an economic powerhouse, some into a 5 star tourist destination, and yet others into a utopia for citizens or a military or even a nuclear power.
David wrote:Would you come up with an example of how you see a trigger system might work in CapLab?
I decided to answer this question here, since it fits the bill more.


For a game like Capitalism, I have a couple of thoughts

1) A trigger event system which can control variable such as the demand for products (Eg- Radioactive pigs found in Sydney, demand for frozen pork drops by 60% in Sydney and 20% worldwide)
2) A challenge/reward system (Mission: Have a tech for Video Game Consoles atleast 150 higher than any competitor. Reward: Demand for Video Game Consoles increases by 10% and your Brand Loyalty increases by 15 pts)
3) A challenge/reward system which allows choices (A defector from a foreign multinational has contacted you with some shady deals. Option 1: Buy his know-how (Costs $100million)- Increases tech in X by 225. Option 2: Leak his activities to wikileaks- Increase public awareness of your brand by 20 but suffer double tech disruption this year. Option 3: Hire him and his "contacts" as "researchers" (Costs $150million)- Receive a new R&D centre with 6 lvl9 modules. Option: Send him on his way (Nothing happens))
4) Having a trigger system which can activate winning conditions (outside of the current goals) would be a possibility, this way there could be some sort of custom winning condition (Although the current goals are already quite comprehensive) (Eg- Winning Condition: Buy out X company (Which happens to be currently worth 3.5 billion dollars))
5) A trigger system restricting the player and AI to certain buildings (Logging camps, mines, farms, etc) or even production (No steel/wheat/glass/etc) (Imagine one where you are restircted to electronic goods and the game starts in the 1960s, (TV's available, long before PCs, mobile phones, videogame consoles, etc)


If this is tied in with a scenario editor (As per some of the suggestions earlier in this thread) and the "roleplaying" thread, I think it would be an effective way to improve the single player experience
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Re: Suggestion: Scenario Editor

Post by Kristo »

I wanna play a scenario that has checkpoint-style goals.

Like - the first goal unlock the next one.
Example: First goal: get 50,000,000 annual profit. When you succeed, the game set new goal - dominate farming sector. When you succeed in that - it gives you yet another new goal - dominated eggs retailing. And so on.

Basicly is like checkpoint-races in NFS or Diablo 2 style quests.

This will keep a single game interesting, also can check if your corporation can swiftly change direction and fulfill any goal set by the game.
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Re: Suggestion: Scenario Editor

Post by David »

Would somebody come up with a brief script for a roleplay scenario utilizing the event trigger system? We will review it and provide feedback on its feasibility and gameplay evaluation from our developers' point of view.
mwyeoh
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Re: Suggestion: Scenario Editor

Post by mwyeoh »

David wrote:Would somebody come up with a brief script for a roleplay scenario utilizing the event trigger system? We will review it and provide feedback on its feasibility and gameplay evaluation from our developers' point of view.
Hi David

Sorry for the delay in this post. I was half way thorough last time and accidentally clicked [BACK] which wiped all my text and had to start again!
This idea incorporates some roleplaying event/mission triggers some possible scenario editor ideas too.
However I have just seen your post about some of the other major/minor features and think that the scenario editor, although important, is something that should be worked on later once other areas of the game are refined.
This is a completely new feature, whereas improvements in current features should take priority


Game Setup:
Products restricted to Electronics megaclass
Cities: New York, San francisco, Seoul, Tokyo, Shanghai
AI companies setup to simulate realworld situation: Eg- HP, Dell, Apple, Samsung, Sony, Huawei, Asus, Panasonic, Westinghouse, Dyson, Electrolux, Intel, AMD, BHP Billiton
Each company would need to have their firms, brand awareness/loyalty and research levels preset to appropriate levels

Player company: Nokia- Very high camera phone and mobile phone tech (Which are becoming obsolete). Discovery of Smart Phones, but very low level
Objective: Earn atleast 500 million in profits/yr, have the highest profits for 3 consecutive years, and your player to be in the top 20 billionaries in the world

At the start of the game, on load, the player is presented with an opening text (Perhaps the 'consider tender' interface can be altered for this) explaining the objectives and situation
After closing the first page, they are presented with another screen.
"To turn things around the upper management have authorised giving you $20 million to start a program of your choice. After talking to consultants, you have been offered 4 choices.
1) New interactive training for all staff (Training is 25% more effective)
2) Free Red Bull for all your researchers allowing them to work through the night! (R&D costs are 25% lower)
3) A new advertising campaign to convice the public that retro and simplicity is the best! (Tech disruption for your company is reduced to 5%/yr)
4) I will decide how best to use it myself... (20million goes into your personal account)"


The game can then play as normal for a while, but events/challenges/choices can be activated by a number of different triggers

Time (One off or recurring)- Yearly bonuses to be calculated on specific dates. 21 December 2012: "Fever pitch reaches extreme highs about the end of the world- rampant looting of shops and factories"
Revenue- Once you reach 100 million profit, a shady dealer offers you some risky ventures. When you reach 300 million "Media reports are growing that X COMPANY is generating massive profits while exploiting and underpaying their workers" (Strikes or higher wage costs)
Dominance- If you are able to dominate a product you are offered a reward of some sort (This could be a mission that is gven earlier. Eg- You are given a choice about what product you want to dominate. The choice will activate triggers which then detect when you hit market dominance in that product)

Ofcourse, the possible things that could be triggered are endless
Eg- An event that allows you to study at an after hours college which then gives you product expertise in a new area or improves your current expertise


I know this isnt a complete script, but if you like, I can expand on it further
Keither
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Re: Suggestion: Scenario Editor

Post by Keither »

mwyeoh wrote: 2) If the scenario editor is extensive enough and includes triggered events, you may be able to sell licenses to educational institutions (Such as capstone units) as they require plenty of control over what happens.

Something similar has been implemented quite successfully in a few games recently, such as Tropico 4
I've enthusiastically played Rulers of Nations with similar feature and I couldn't be more happy with it. "Triggered events" feature is the key to success here since it's like a box of chocolate, you never know what you're gonna get.
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City Builder
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Re: Suggestion: Scenario Editor

Post by City Builder »

I totally agree about triggered events. It would be a necessity to create a quality scenario in CL.

Would love to see a very micromanaged scenario editor for that matter, one that let's the designer take complete charge of the timeline and all (any the designer chooses to use anyway) actions that will happen in the scenario.

Just as a basic example, July 1993 - Stock Market collapses - all stock prices plummet to 1/10th their value.
Aug 1993 - Seaport 2 in City (insert city) has temporary closure due to (insert reason here) - all imports and exports are halted until further notice.
Feb 1994 Seaport 2 in City (insert city name) has reopened and is now doing business as usual, imports and exports fully operational.
Feb 1994 Players R&D lab in city (insert city here) has been closed, the scientists have come down with the flu - all R&D slowed to 25% their normal capacity.
Mar 1994 Players R&D lab in city (insert city here) has reopened and is 100% operational again.
Sept 1994 Players R&D for (computer chooses one of the players researches) has had a breakthrough and gained an additional 25 points.
Jan 2001 Players R&D for (computer chooses one of the players researches) has had a setback and has lost 10 points.

Well, I'm sure you get the idea.
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