I guess it depends.
I'm fond of stories, generally speaking. I read quite a bit and play mostly RPG type games when I'm not on this.
However, I find that if the mission introduction is 13/13 pages, chances are I'm going to hit 'skip', unless that first frame is interesting enough to make me care about what is in the next few frames.
Things I will typically read :
- First frame has humor or good lead-in
- Custom character graphics I'll almost always take the time to at least scroll through the first few pages since I appreciate the effort put in
Things I will ignore:
If the text is full of spelling errors & punctuation problems (i.e. reads like a text message)
If the map 'description' isn't interesting, or is absent.
I've actually put some thought into this because those who have played my maps know that with a couple of exceptions, I don't really utilize the custom character / description box text areas. Mostly because the sort of maps I make don't require it. When I think of the nature of the game itself, while you can write a long series, it is difficult to pull off because Creeper World 2 is very simple, you either need to
a) kill everything
b) save things that need saving
This doesn't give a lot of room for plot development unless you're doing a long series (ie ETF, for example).
I've got a project I've been messing with called CREEPER QUEST in which I'm trying to script a "rooms" type map with an integrated storyline (lots of text as you go along and a sequence of events) but am struggling with the lack of triggers and such. My 'mapmaking' history includes probably thousands of custom starcraft rpg scenarios and lots of Civ-type game map scenaiors where this was certainly easier to do because you had more tools to do so and more variety of objectives aside from 'kill the blue stuff.'
There's actually a few types of triggers you can do in cw2... I'm pretty good with them. Message me, and I'd be glad to help you with triggers.