(12-18-2014, 03:51 AM)Imperator link Wrote: Tasks remove ambiguity during a mission. Either the objective is accomplished or not. As Alwaren mentioned this is where the thin line between immersion and game-play must be crossed in order for players to understand their progress through the mission.
I consider missions without briefings or tasks to be incomplete or at least very poorly presented.
While tasks are a good way to track progress in a mission I think that they can sometimes utterly break the immersion. Take for example an objective to kill an officer in a heavily guarded enemy base. If you use mortars on the base and kill the officer you get a pop-up saying that the objective is completed even though you actually have no idea whether you killed the officer or not.
I'm trying an approach where the player actually decides when the objective is completed:
-Destroy all AA threats in the area.
-Call in air support when you think the coast is clear (objective completed).
-If you did a hasty job and the air support is shot down, good luck with the rest of the mission 8)
My point is that while we are used to giving control over whether objective is completed or not to the game logic, perhaps we should consider giving it the the player. Is this going a bit off-topic?
PMC Versus operation dossier: http://pmcversus.weebly.com/