I have just trolled through all the pages on this topic, and find while i have only commented four times about the ratings, it is time to throw a spanner in. I acknowledge the hard work that has gone into this these ratings and the comments and thought made by everyone.
But I ask the forum to think about this question?
Do we want to use this Degree of Complexity list as a marketing tool for the business of the site, or discouragement potential players that might be turned away to other sites and other games.
I must say....I am also indeed distrurbed that towards the possible end of this discussion players have classed the majority of my maps as being "extreme". This is not good encouragement for me going forward to make other maps that play outside of the classic layout, and encourage learning and development on this site.
Another PoV is that i wouldn't class any of these maps as begin extreme unless fog of War is turned on.
I have just sent Coleman a PM
challenging the ratings on some of my maps, and find that the current ratings would disuade people from playing these maps, and I don't think they are justified whatever methods you have used to determine the ratings.
Here is what i sent Coleman.
Bamboo Jack.
I fail to see what is extreme about that map.
It is simply a classic layout with classic attack methods wiht large number of terts. It should be no more than complex.
Battle for Australia.
This is fine as simple, although i would have placed that as moderate given the continent of Japan being spread across the map.
Cairns Coral Coast.
Fine as simple.
Madness.
Fine as moderate.
Pearl Harbor.
Fine as extreme, because of the planes and bombardments.
Rail USA.
Should be no more than complex. This is simply classic play in linear classic layout, with a couple of bottlenecks.
Valley of the Kings.
No more than complex. This style of attack was based on Wm's King of the Mountains and those helipcopters, with a progressive bonus system based on icons.
Waterloo.
Fine as extreme because of the bombardments and cavalry play and layout.
And for future upcoming maps, my recommendations....
Chicago.
Moderate. It is classic layout with a few moderate to complex methods of gaining bonuses.
Gazala.
Complex. A few bombardments with neutral advancements, still in classic layout using lines.
Rail Europe.
Complex. Slightly more intense than Rail USA using the linear classic layout.
Rail Australia.
Complex. Same as above.
Galapagos
Moderate. Classic layout with a few bonuses to understand and gain.
Another point in this post, is that i fail to see what is extreme about AoM: Magic and Might. I would give them no more than complex. Based on classic play, a few complex bonus configurations is all this map has as far as difficulty goes, and i have played several of both.
Recommendations:
AoM: Magic - Complex
AoM: Might - Complex.
Marketing - Viewpoint on ExtremeHaving had a say back on this post
http://www.conquerclub.com/forum/viewto ... 91#1008591about using the term "Freaking Weird" as a rating, I am more inclined to now
object and be discouraged by the use of the word "extreme" as a rating.
Reasoning:Extreme can be derogatory, not just for my maps as others have this rating also.
From the dictionary, extreme:
* of a character or kind farthest removed from the ordinary or average
* going to the utmost or very great lengths in action, habit, opinion
* farthest from the center or middle; outermost; endmost
It discourages anyone from trying to expand their minds and understand more complex issues in how these versions of RISK games can be played.
Is this what CC wants...to discourage people from joining and playing. Lackattack should be horrified,
this is not a good marketing ploy.
Indeed, if I owned the site, as a business decision for the site, something like this would be disuaded.
Suggestion from Marketing ViewpointIf I may suggest, a more appropriate term woould be "challenging".
From the dictionary, challenging:
* offering a challenge; testing one's ability, endurance,
* stimulating, interesting, and thought-provoking
* provocative; intriguing
That at least inplies there is a degree above complexity but not to the extent that anyone should stay away from these maps if they don't want to learn something and expand their play potential.
Marketing - Game Speed
I don't know if the issue of game time and ability to complete a game quickly has been addressed fully either.
Some games like Doodle of course can be played quickly. Other take days waiting for the global turn timetable to complete.
A speed game of Waterloo for instance would take two-three hours to complete.
But i think this should be important as a marketing consideration, because this is a reason why so many players play Classic and Doodle Earth.
Has this been addressed adequately?
Should there be a rating to determine this also.
I apologise for coming in late and posting this, but I think it is now good time we moved from the business of being subjective to the business of the site, what's best for the site and move onto an objective veiwpoint about this business. Hard for some of us, including myself sometimes, but that's my opinion.
Hope it is appreciated.
