The line in the sand is drawn between things added for the sake of being there (the fire wall, the lava, the worms that arbitrarily spawn units) and the things that actually contribute to the core gameplay (the riptide generators, the trains to an extent).Gradius wrote: As one who actually enjoyed WoL's gimmicks, I'm not sure I understand the difference.
The lava and firewall are gimmicks because neither of them make sense from a lore or writing perspective, already defining them as elements forced into the gameplay for the sake of just being there. Their execution is poor and their contribution takes away from the core gameplay.
The elements provided by the firewall, which is to lift and move away from a killzone, make no sense in the context of the writing (that is most certainly not what will happen when a star is going supernova near a planet), and the execution is flimsy, with the wall looking like a cheap wc3 particle effect slowly moving across the map, leaving undamaged terrain in its wake. It's forced, ugly, and inelegant. The effect is lost on the player, who now only knows about a moving killzone. If this was executed better it would be less of a gimmick and more of an element. It's totally outside your control and was added in at the very last minute. There are better ways to do this if you want to do it. You kind of answered your own question, really. And WoL's writing is so bad that it dug a grave under the barrel.
The riptide generators function well mechanically because they give the player something to interact with.
The lava is even worse because its only function is to arbitrarily force you to move your scvs. No other purpose. It adds nothing. You don't interact with it. It's no better than the redundant "macro mechanics" that blizzard forced into the game to bloat APM because the game requires so little.
I don't think you've ever played a campaign with challenging AI yet, because quite simply there has been none. And ladder is a terrible comparison because ladder is an awful gameplay experience entwined with a dozen different things a campaign is totally free from.
The key with things like gimmicks is to avoid making them forced. The fire wall, the lava, they are both forced. They were added because the interns didn't know what to do with the maps. The riptide generators felt more natural and made more sense overall, they actually felt like a component of the map. The fact you compare things like limited buildspace to these makes me wonder if I am making my points clear enough.
And as I never explained the lore in its entirety for 0x03 I don't think you can say anything about its writing. I explained enough that the limited buildspace made sense. Maybe you should watch the video again. That map was unfinished.
/e
I will never know if 0x03 was fun or not, or if it felt too gimmicky. What I had was a proof of concept, not a playable map. I showed it because I knew the campaign would never be finished. I'm flattered that you think it's as good as an official map published by blizzard, though. Or maybe they should be insulted.