by Osmo » Mon Aug 20, 2012 4:44 pm
At the end of the weekend, I returned home with the usual collection of memorable moments and battle stories. Unfortunately, the many positive experiences I had were countered by the event's negative aspects. Overall, I came away disappointed with what OP: Tradewinds delivered.
The most glaring problem with the event was the gameplay. This was my first Lion Claws event, and it was very different from what I expected at the outset. I had heard good things about OLCMSS. I was willing to pay the $160 admission to experience one of their games firsthand. Lion Claws events are advertised as exciting, immersive, and highly produced. However, many aspects of the event felt incomplete. Despite the involvement of an Army psy-ops unit, the scenarios turned out to be unimaginative and repetitious. Virtually all of the action took place within a very small part of the field. There was a conspicuous lack of costumes, props, and other "set dressings." The storyline was minimal and not very compelling. In short, it was not the high-caliber game I'd hoped.
Underwhelming objectives
The airsofters who attend "high-profile" events like Tradewinds come for the immersion and sense of accomplishment that comes from completing (or even attempting) difficult tasks. The objectives in this event were ill-defined or poorly communicated, I'm not sure which. They were simple and unimaginative. The goal of each mission was basically "assault the village." Given the large number of players, a larger and more diverse set of tasks was needed.
Weak plot
In addition, Tradewinds lacked a well developed plot. Frankly, I'm surprised that a company that has so much experience hosting events did pay more attention to this element. Players want to be engaged with their mission and a limited amount of backstory and role-playing aids in this. Prior to each mission, event staff would attempt to explain the situation before giving out the objectives. Little detail was provided and much of it deviated from what was in our player packets. It was not very helpful in informing our actions during the game. I had trouble understanding how our assigned tasks fit into any sort of bigger picture.
Playfield not utilized
Despite the first scenario being entitled "Establish the Beach Head," the assaulting forces began nowhere near the beach. Instead, we started a short distance from the MOUT village with the objective of assaulting and holding the buildings. Each successive mission centered on the village, despite having a much larger playfield available to us. I enjoyed fighting in the MOUT area for the first few hours, but it quickly began to feel like a paintball arena as players began bunkering down and a stalemate ensued.
No props
Camp Rilea is a cool venue, but it doesn't look much like a foreign country. Nothing was done to change this or make players feel like they were anywhere other than an army base. The task force commanders were one of the only things adding immersion to the game. For their part, they did a great job directing and motivating players. There was nothing done in the way of costumes; the Army reservists wore normal civilian attire. At times, a few HMMWVs were parked around the village. Few were driven during the game, and only once did I see one used to transport players. There were no posters, signs, or other indicators of the event's setting.
Difficulties with player-actors
The reservists did not seem prepared to function as airsofters, much less as actors. Only a few seemed familiar with basic rules and SOPs. This led to some injuries for both actors and players. Blind firing, failure to use dead rags, and similar issues were a problem. Many of the reservists I interacted with were not in character as indigenous forces, and simply roamed around the village doing whatever they felt like. By the end of the first day, most seemed bored.
Other minor problems cropped up during the event, although they were more normal for an airsoft event. Rules and game mechanics were changed between scenarios, which led to confusion and frustration. The night game was cancelled due to high attrition. A group of players were called out for being late to formation, even though event staff had been late to open the registration and chronograph stations. Last minute changes allowing mesh eyewear were not communicated well. The end-of-game raffle consisted of just two AEGs. I mention this to explain that the entrance fees did not go toward swag.
In summary, OP: Tradewinds fell short in a number of critical areas. I appreciate the work that went into making the event possible, but the lack of dynamic and interesting gameplay made it an overpriced shoot fest. I've attended games that were more entertaining at a fraction of the cost.
Last edited by
Osmo on Mon Aug 20, 2012 9:51 pm, edited 1 time in total.