I have noticed that in vega to draconis, there is a lot of consistent writing and high quality storytelling. The two benefits i want to point out are
1: good storytelling
2: good explanation of success / failure conditions
Each sm through each system did a good job of outlining what the player needed to do, and when in a condensed format.
Then there is TC
the two main issues i see is that there doesn't seem to be a consistent story throughout the planets. It seems in venar you are...trying to colonize it? and in EIU you are trying to....escape it and figure out what the mantis are doing? and in calon you are trying to help the tower? there doesn't seem to be a consistent or immersive narrative.
On top of that, Failure conditions or success conditions are poorly outlined for example in the calon sm "the source of all nuisance" underlines this issue as the mission failure point simply states "you went too far! orbit to try again". the failure condition?: killing too many hostile NPCs. nowhere in the sm does it say not to do this, not even at the failure point. it also doesn't help there is a target zone that also could mean "dont leave the zone". its extremely vague and conditions for failure or success are prevelent across most TC sms.
another strange feature of tc sm writing is the mission update notifying you every...single...time...you...kill...one...mantis. making you have to scroll up through multiple useless notifications to figure out what to do.
ways to improve: consolidate mission notifications. we dont need to know every time a single enemy is destroyed.
improve writing descriptions for failure or success conditions
allow writing to be more thematic and story oriented when necessary.
1: good storytelling
2: good explanation of success / failure conditions
Each sm through each system did a good job of outlining what the player needed to do, and when in a condensed format.
Then there is TC
the two main issues i see is that there doesn't seem to be a consistent story throughout the planets. It seems in venar you are...trying to colonize it? and in EIU you are trying to....escape it and figure out what the mantis are doing? and in calon you are trying to help the tower? there doesn't seem to be a consistent or immersive narrative.
On top of that, Failure conditions or success conditions are poorly outlined for example in the calon sm "the source of all nuisance" underlines this issue as the mission failure point simply states "you went too far! orbit to try again". the failure condition?: killing too many hostile NPCs. nowhere in the sm does it say not to do this, not even at the failure point. it also doesn't help there is a target zone that also could mean "dont leave the zone". its extremely vague and conditions for failure or success are prevelent across most TC sms.
another strange feature of tc sm writing is the mission update notifying you every...single...time...you...kill...one...mantis. making you have to scroll up through multiple useless notifications to figure out what to do.
ways to improve: consolidate mission notifications. we dont need to know every time a single enemy is destroyed.
improve writing descriptions for failure or success conditions
allow writing to be more thematic and story oriented when necessary.