BeyondReach

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  1. I'm certainly willing to submit another arc, and perhaps you guys could take choosing maybe a Player's Choice winner or just a random arc every show as well?
  2. Quote:
    Originally Posted by Mychyl View Post
    Honestly, while I accept your intent, to me it looked like a typo. Just my $0.02.
    I might get rid of it. It was one of my earlier ideas - this arc took a great deal of time to write. Well, I just had huge gaps in writing it. To give you an idea, I wrote the first two missions and the premise for the third mission eight months ago. Yeah, seeing as it's an anomaly, an effect that I don't repeat, I think I might as well get rid of it.

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    When I have a monster (because yes, at the stage of Anathema, that's what the Lost are to me, monstrous human/Rikti hybrids [and yes, I'm aware that's not a logical point, but it's the point I'm making anyways]) begging me for mercy, mercy is what I expect to be granting. The fact they ask to be put out of their misery, then run from me without my being able to do anything, is a bit odd for me.
    That was just meant to be a jokey comment, I fully intended everyone who played this arc to have different reactions to things and I really wish I could have allowed you to kill it. I'm investigating a possibility of doing that now by creating a custom boss...

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    Perhaps, instead of the Grimm Fairy telling you to shuffle him loose the mortal coil, she could instead send you in to detain him... he gets free just before you knock him out, hence the combat outside that you allude to and the mutually assured deaths of Ishmael and Grimm. Same end result, less player angst. :P
    But player angst is my intention :P I'm gonna made more stuff to the arc to emphasise the limitless power of Ishmael, because really, it's a far more dire scenario than I made clear. Ishmael has the potential to be absolutely unstoppable. And if you don't kill him here, he basically will succeed. He will dominate the earth under his will. Because there is potentially no force on this earth that could stop him. You have the window to kill him now, and it's your only chance. Detaining him isn't an option. The Grimm Fairy realises that, regardless of whether she actually empathises with him. She knows he has to be killed now, and the horror of it is such that she can't bring herself to go through with it.

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    Conversely, if they *are* supposed to fall in order, why not attempt to engineer them so they will? While I'm usually against superchaining objectives, in this case, it might be better than the random jumble. For forcing a person to see them in a specific order, if nothing else.
    Well, I put them in the same order in the clue window and numbered them. I think chaining them would constitute as going down a bad road for no good reason.

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    I agree, they ARE important, in that they show a side of villains you don't normally see, the downtrodden, fallen and forgotten, eventually turning on those who, in their self-important obliviousness, feel they've served the fallen well and that they are no longer in danger. It does set a dark overtone, the concept that no matter what you do, you'll never truly save everyone, because there's those that -- either by your actions or forced inaction -- suffer still.

    This doesn't change that they come across as ramblings of one driven mad by his circumstances and by the Change; it doesn't supplant it in any way. They join to give me a portrait of someone who's lost more than my character might ever understand, but whose madness and beliefs make him a danger to others. THAT is a case for the greater good, destroying one madman to prevent the suffering of others, of thousands (or more!) of innocents, even if it might end up causing dozens of others suffering.
    Oh, I completely understand. The Grimm Fairy empathised with Ishmael himself, who you called a madman, and still understood that he had to be stopped. It broke her to do it, but she even killed him herself because she knew it had to be done.

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    I agree that killing peaceful (but very annoying) entities (psionic projections) has a definite impact, and a darkening one at that, on the final scenes. The valueless nature of the combat is my concern, because at this point (and with those minions, likely forever) minions who lack standard powers are worth precisely 0 XP and 0 inf and 0 prest and 0 anything else. Which means that, depending on the number of people playing/settings, you could have a veritable army of Isaacs running about, getting in the way of combat with real enemies, enemies capable of damaging you. It's not as dangerous as taking out Circle of Thorns portals (where you end up with several Behemoths/Behemoth Lords/etc on you, each of which worthless), but it's more annoying.

    Eventually, of course, they become so choking that you end up HAVING to kill them... and wasting time, even a few seconds per mob, to kill enemies which give no reward is a bit annoying.
    In the end, annoyance is the best emotion I can replicate in the player close to the actual guilt one may feel while striking down these images. If they distract you during combat they are supposed to be images that bother and haunt you, summoned by Ishmael for that purpose. In Issue 17 you may at least get some xp for killing them, there's that at least, but I think I'll leave them in for now unless I can think of a solution.

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    As I said above, my final opinion is that he was to be pitied, both for what he'd been through and for his madness, whether the madness was due to the Change or to the initial events that drove him into the waiting arms of the Lost, or perhaps due to something after the Change -- such as the mutating process.

    He had a vision, but a fouled one, one built on pain and terror. He wanted to make that vision come true, to benefit his brothers in the Lost... but as I said, it involved pain and terror.

    I don't believe, from the time of the Change at the latest, that he was truly an innocent. The human, Isaac, was an innocent (possibly). The Lost Pariah, Ishmael, was no innocent.

    Was he a bad guy? By canon terminology, very much so. By moral terminology, yes -- but with some reservations. In comparison to, say, Nemesis or Recluse or the Countess? Not really, no.

    Essentially, he was someone to be pitied, someone to open a hero's eyes to the possible side effects of their actions/inaction (as mentioned before), but ultimately, someone whose reign of terror had to be stopped. My character regretted not being able to help him before he became Ishmael... but never once did she regret stopping him, even though it meant taking a life.

    Oops, sorry. Beating on someone until he disappeared, that's it.
    Well, your character did go in with the intention of killing him, and those two times she struck the final blow, she did so with fatal fervour. Even if you do not actual kill a person, thinking back on the idea that you were willing to is similarly disturbing.

    Despite the fact that you thought that killing Ishmael was absolutely necessary, I would still put you in the empathiser camp, because you understand what he stood for, and why he was doing the things he did, even if you didn't think they were justified.

    Thanks for reviewing my arc!

    Regards,

    -BR.

    P.S. Ultimately, what rating would you give my arc?
  3. Quote:
    Originally Posted by Mychyl View Post
    By the way, the intro clue was titled "The L.anguished Woman"... I'm not sure if this is supposed to mean something special, or was a typo of some form. It doesn't make sense to me at this juncture, at any rate.
    It was just supposed to be a little textual trick to point out how this woman is both Languished and Anguished; which mean two different things.

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    And lo, the miracle of birth... or rather, the non-miracle of advancing someone to a higher stage of Lost (which my character knows, due to the Midnighter intro arc, means a step further from his original humanity). The clue says that I have a choice... the transforming Anathema begs for mercy... but all I can do is watch him run off? I know this is AE mechanics at its finest, here... but I can't help but wish I actually could've put him out of his misery.
    I'll remember never to leave any of my suffering monsters around you in future then, in case you randomly knife them XD

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    First off, I'm not the worst opponent of chained objectives... they definitely have their uses. Chaining two separate sets of defuses, then 4 bombs to place, in a medium-sized map when the clock is ticking steadily down... that, I'm an opponent of.
    The thing is, I found that 15minutes is too short a time to complete the mission, and 30 minutes is too long, so I think the time-consuming adjectives add to the desperation of the whole thing, so if it takes you longer to complete, that's the idea :P

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    There's a success/fail option, but I wasn't about to deliberately fail a mission just to see what it said. The clue hinted that you tried to do just that, but even so, there's no way for the fail to check that we set the inhibitors first.
    This is another thing that often people question. But it's generally a mechanic used by a lot of MA authors - or rather I seem to have played a lot of arcs in which it's used - to demonstrate an alternative objective. There is the problem of you actually failing, but if you had allowed yourself to do so, you would have seen the disclaimer at the beginning telling that you that this is the dialog for you having succesfully created the psychic inhibitors, and that if you had failed the mission, it would have effectively been 'GAME OVER'.

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    Also, as an aside, when there's a timer involved, especially a short one, I tend to ignore clues until later. So I didn't even realize that fail = using the inhibitors against Ishmael until after the bombs were set below.
    :S I didn't really consider 30 minutes a short timer...I mean, it's not long, but timed missions are about fighting against the clock. Unless it's for story purposes, but as you may have noticed, it doesn't say anywhere in history that anything like this 'bomb situation' occurred.

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    KILL Ishmael? That's the only option? Sure, and all the stuff they put into the Zig to prevent villains from using their powers, that's just for show.
    Basically, the point I was trying to make through Ishmael's description etc. was that apprehending Ishmael just wasn't going to work. At this state someone might be strong enough to beat down Ishmael, but he has a constantly growing mutation, meaning his power is potentially infinite. So if you apprehend him and give him time to recover so you can put him in the Zig - which has a sterling reputation for keeping villains under wraps - you just won't be able to contain him. The point I was trying to make was, your only option is to kill him while he's still at the level where that is possible.

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    Do the whispers need to be numbered? They feel more like random musings and less like something that should've come in a specific order... maybe when I have them all I'll see the order intended.
    They are intended to be in order, actually. They are designed to be you hearing him talking in your mind as you go through the mission, and if you look closer you will realise that they do follow one after the other.

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    I'm pretty sure Ishmael didn't die in the end, but was arrested... and why is The Grimm Fairy torn up? She didn't do any of the fighting in the end!
    Poooooopy doooooos. This is bad times. Hmmmm, wait. I assume you only read the Return Success dialog without reading the Mission Complete Clue first! That'd be it. Basically, the Mission Complete Clue details havoc-ridden scenery while summarising that Ishmael survived your confrontation with him, did his little ethereal trick and was met with The Grimm Fairy outside who had a big showdown with him, culminating in deathiness on both sides.

    Quote:
    The title is LOOK CLOSER. Is this a suggestion that the player should look closely at everything? If so, you can put hints to look at the clues and whatnot through the briefings/debriefings (which you have done), but I think the title would work better as an idea of the arc, not as an imperative.
    It was a command to look closer at the deeper, higher meanings of things. Like Ishmael's ramblings aren't actually ramblings, they are very important. A lot of things in the arc have a deeper meaning which culminates in the conclusion of a darker message, darker even than the superficial meaning of the arc you saw.

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    The customs are... well, worthless. I'm assuming you designed them for story purposes... but it's rather annoying to be surrounded by them, but for it to be futile to actually do anything about them. It would be nice, if you decide to keep them, if you turn them into something (perhaps psi blasters, since they're manifestations of his mind anyways.) Also, their descriptions seem a bit light, but that might be more of a personal preference situation.
    Their descriptions are supposed to be light purely because they are anomalies, you don't really know what they are. And they are there, yeah, for story/rp purposes. When you get the objective 'Kill Isaac' who from one perspective or another could be seen as an innocent - another perspective could see Ishmael as an innocent, but that's more into the deeper meaning of the arc... - and it's supposed to emotionally provoke your character. i.e. "Kill Isaac!? Which one!?" And have to cut and blast through all these images of an innocent man who isn't raising a finger to you - a reason for his powerlessness along with the fact that customs are annoying and custom ambushes can be easily deadly - in order to find the right one to 'truly kill Ishmael'. I've considered giving them a minor debuff, but it brings the question of debuffs annoying, and when they stack from said enemies that only have a debuff as their attack, it gets frustrating. So for the time being I'm sticking with them being powerless.

    What was your opinion of Ishmael at the end? Did you think he was a bad guy?
  4. Quote:
    Originally Posted by Dr_Mechano View Post
    Wow also has a lot of burn and churn, the head honcho at Blizzard said that 70% of all characters ever created never get past level 10.

    WoW is the mmo for when you have the free time. The endgame requires dedicating four hours a day, three times a week (that's a casual raiding guild, the hardcore ones are six days a week) plus you then have to grind gold in order to buy all the best stuff (potions etc.) for the upcoming raids. So you're looking at putting in a minimum of 16 hours (12 to raid, 4 for gold grind) a week to have a chance at maybe getting something epic for your character...

    You really do need to dedicate a lot of time to WoW to get the most out of it. City of Heroes, by comparrison, is very casual (despite what the old 'elite' say about modern WoW being "like so casual it sucks, anybody can get epics, phft...stupid welfare epics, you don't deserve them, back in my day epic meant something!") and appeals to those whose time is a bit more restrictive.
    Asheron's Call is the MMO for when you have the free time. Sadly, for that reason I have reason to believe I'll never play it again. But yeah, it takes so long to level...Everyone uses AMPs...But AC isn't the game for people who like their shiny phat loot pixels. It's there, it's got an extensive crafting system, but we ran epic quests because they were fun. The quests were as old as CoH so their rewards had depowered over the years, but we still ran them even when they took from 11PM to 6AM. Well, I gave in 4AM, but I'd done the quest before. (I was playing with mostly Americans so for them it was something like 6PM to 1AM)

    But getting onto the point: WoW is more succesful than CoH because the average MMO gamer isn't casual.
  5. We call it Year 7 over here in England. But I suppose that has something to do with the fact that we don't keep kids back a year.
  6. Quote:
    Originally Posted by Sarrate View Post
    Just a clarification, but when you say the "best," you mean has the best mechanics/etc, not necessarily most popular, right?

    At any rate, I vehemently disagree with your assesment that games with "click-it powers" don't require skill. You can argue whether they need more or less skill, but skill is definitely a factor. How would PUG horror stories exist if any ape could pick up the game and play it? (Btw, any ape may be able to solo in the game, but not any ape can play the spectrum of content the game has to offer successfully.)
    When I say best, I mean a certain quality of superiority that is difficult to define without in-depth analysis. That is, almost everything can contribute to an MMORPG being the best, excluding perhaps the community. You may argue against that, but in the end the community is something the makers of the game can't control, and the game is what defines an MMORPG, in my opinion. But no, not the most popular. Out of the MMORPGs I have played, there is one that stands out for me today that is the best, and that has one of the lowest populations of any MMORPG out there. Heck, few people will have even heard of it.

    Skill as a factor is shockingly insignificant in games with click-it powers in comparison to games that are pure skill. It's still there, I agree with you. It's just something that's easy to overlook.
  7. I'm working my way through at the moment as well, and I cannot find Eagor to Please through name or ID.
  8. I think one thing dominates it, at least in my opinion of what makes an MMORPG good. Well, at least something that other MMORPGs have managed to pull off. And yes, this will probably attract a horde of people arguing a moot argument against me, but CoH is not a skill-based game. CoH has click-it powers. You don't need to have skill to play CoH. Personally, that is what I think keeps people playing MMOs that are skill-based - though they are a dying breed -

    -Let me just quickly jump in here and clear up any confusion. By Skills I don't mean an alternate name for click-it powers, like Staff Strike and Fireball, I mean the actual, non MMO definition of skill-

    the players feel that they are good at something, and so persist at it. Whereas beyond a certain boundary, you can't really be "good" at a game with click-it powers.

    Now, I know WoW is the most succesful game out there and every ape can play it, but when I say TOP MMO(RPG) I mean the best MMORPG. I like CoH the way it is. A casual relaxation for people who have the majority of their lives outside of the game. And that's the way I'd like it to stay. But that won't make it the best MMORPG.
  9. I'd appreciate it if you could review my arc Look Closer as if it is unfinished, i.e. Option B.

    Arc Name: LOOK CLOSER
    Arc ID: 382760
    Faction: Heroic
    Synopsis: 12/10/04. A dark and dramatic arc detailing one of the little known events in the history of CoH.
    Estimated Time to Play: Very Long
    Notes: Read the Still Busy text if you can, I think it adds a great deal to the story. Also, always recall to LOOK CLOSER while playing the arc, especially towards the conclusion. This arc is a great deal about moral choices and how you feel at the end of the arc, I'd like to know in your review your opinion of the final enemy at the end.

    Thanks!
  10. Getting the medical transporters from the Rikti is a non-issue in Praetoria. The Devs blabbered on for ages on how because of Praetoria's 4-day week and perpetual peace they have going on, people are able to focus a great deal more on artistic and technological pursuits while the Clockwork are doing all the heavy-lifting. Thus their technology has advanced at a far quicker rate than our own. They probably had medical transporters before the Rikti Invasion Date (in our world).
  11. If you intentionally cause harm to another person - or seek to cause harm as the ultimate objective of your actions - that action is evil. But that does intrinsically mean that you are evil.

    If you intentionally cause harm to another person - or seek to cause harm as the ultimate objectives of your actions - for no reason - or for the reason of "evil" - you are evil.

    Therefore, very few people are evil. But a great deal of people are good.

    In regards to Team Dark - although it would be simple to discover the answer from the above - are consequently not evil, although their actions are.
  12. Ooh, ooh, a Coralax-related arc! *marks for playing before reading beyond Mission 1* As always another great review review with another 'interesting personality' to play with XD In regards to the screenshots, although I didn't read the whole review as indicated above, I skimmed through the screenshots and there did seem to be a few too many, like just battlecaps rather than shots that help the reader to visualise something that your character commenting on. I wouldn't say reduce it to 2 or 3 an arc, definitely not, just cut it down a bit.
  13. ^ It's not exactly the twelth time a similar enemy has been called a Ghoul. It's a common thing in fantasy and sci-fi that has been happening for years.

    As for their origins. I have a tendency to think that the person talking about the aspects of the mind may be onto something. Althoyugh I doubt that it's anywhere near as complicated as that as forum theories are notorious for coming up with something that sounds far better - but more complicated - than the result.

    The bands do seem to suggest that they are limited from doing certain things and going certain places, which may mean that they are not allowed to go onto the surface or harm regular Praetorian citizens. That may mean that they are indeed another group that has spawned from Tyrant. However, one thing remains to be seen. If we are being given two groups that are supposed to be similarly if not equally morally gray, where is the gray in the Ghouls?
  14. Quote:
    Originally Posted by Clave_Dark_5 View Post
    I'm getting close to this same dilemma - every idea sounds so promising, but only a few slots left! All of these ideas sound good to me. Maybe you should complete some and see which seems to "work" more for you than another.

    I'm hoping that with GR they give us more slots, or let us buy more (obviously the free option is the one I want most).
    Heh, I'm always a fan of more slots, but at the moment I can't seem to find the time to actually get any solid ideas in my head. Just crazy outlines, e.g: an arc to do with the Coralax (nice and vague is how I hate them XD), an arc to do with the Carnival of Shadows and an arc representing the leaders of the Skulls. The last one is probably the most specific, but I can't seem to get much further with the idea for any of them :P

    I generally don't think sequels are a good idea, but out of those I think "The Dress Code" would probably be the most interesting to see.
  15. Just dropping by to say that "Three" is now called "Look Closer". You'd probably still find it due to the Arc ID, but this is just to make sure you don't get confused thinking it's the wrong ID because it has a different name.
  16. Quote:
    Originally Posted by GlaziusF View Post
    Perhaps you should have decided to want different things, then. It doesn't much help any impression you might have wanted to leave that Abigail was important that she doesn't even merit any screen time.
    ...I said she wasn't important. She's just an example. There are only two characters that are important in this arc: Ishmael and The Grimm Fairy.

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    You've never heard of plot cancer? It's a terrible and tragic illness that affects as many as 1% of fictional characters in any given year. Symptoms are generally mild, but always include a sense of imminent and inevitable death.

    Notable recent sufferers include Peter Parker's Aunt May in the One More Day special.

    And that's the sense I got from the busy message for the first mission: that my contact was going to die at the end of this arc and that I wouldn't be able to stop it.
    Well, at least you saw that.

    Quote:
    The green text in general, and particularly the parts where it says I don't say anything. That's rather taken for granted any time I talk to a contact and he or she moves on to the next paragraph. Why bother calling it out? It seems excessive.
    I called it out because I'm writing a story, and a story has narrative along with speech.

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    No, I don't think so. Reason being, I can't find a definition for it. (Except insofar as it's a last name.)

    I also don't think the Lost are a subdivision of a larger religious group. They're their own little thing, based on the utopian literature distributed to them by their Rikti overlords.
    You're not making sense. You said that you wouldn't describe The Lost as sectish, which means you were sticking by your description of cultish, then you say that they aren't a cult.

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    Regular people who matter-of-factly accept that certain members of their family will be chopped up to be spare parts for their Rikti overlords?
    And of course, that means that they magically produce an archaic dialect. I recommend you listen to The Lost speaking. The topics they discuss are of a mysterious nature, but the language they use isn't any different from the average joe's. That is the Scroungers, Mutates and Anathemas, as you will have seen, I represented the Aberrants and Pariahs language in the way you believe all of them to talk.

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    It looks like a mistake if you get the same clue from both sources.
    But someone who knows how the architect system works would realise that it's unavoidable.

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    Because of bad writing? It's an amazingly universal explanation.

    And you can be psychic without necessarily throwing out psychic blasts or even having mind control. An ice blast/empathy custom could easily have -- narratively, at least -- psychic talent.
    Ok...so you believe I wrote the things about you feeling an aura of cold around The Grimm Fairy with the intention of her having ice powers, then just forgot about it and made her psychic. Then, when someone points that out to me, I don't change my arc at all in that regard, and say it was intentional. Um yeah, I changed the other things, so your story doesn't really make sense. Look Closer.

    The Grimm Fairy does not have ice powers. She has psychic powers.

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    ...for what, to explain the presence of identical bosses with identical dialogue?
    I don't have the space to create multiple different boss objectives. The presence of identical bosses is justified by the clue, at least I didn't do the Yin arc thing and place one Lost boss for every district.

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    You know what gets me in a bad mood? Just having to find a glowie in a room after the pattern of that one with the hole in the floor.

    When the glowie is small, blends in with the background, is intermittently invisible, and I need to find it on a timer? That is the express train to Frustration City, my friend.
    The only glowie that is intermittently invisible is the final bomb clue, which is optional.

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    Well, yes, they appeared on the map, and did a nice job seeming innocuous. But they didn't show up in the navbar -- neither, for that matter, did the Grimm Fairy.
    Well, you've just told me something I didn't know about AE. My understanding was that the only objectives that appear in the navbar are optional.

    Quote:
    Mission Fail on a timed mission also means "you didn't complete the required objectives in time". It's entirely possible, especially in a modestly-sized team, to get bogged down fighting the Lost and not actually rescue the hostages, in which case the Mission Fail dialogue is completely wrong.

    I've seen Mission Fail on timed missions refer to not actually undertaking the mission in question; this is how it's used in the villain arcs where you can fail at the end to get a different souvenir.
    I placed a disclaimer at the beginning of the Mission Fail dialog detailing how this was the dialog for you having intercepted the signal to the bombs.

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    Well, it can hardly be because she re-evaluated him as a person. She found and read his journal over the course of mission 2, after all. What's happened since the start of mission 3 is that he's tried to trap us in an exploding building along with his followers. That doesn't seem like the sort of thing that improves someone's opinion.
    Clearly, you aren't an introspective person. I constantly reevaluate the things I believe and the decisions I intend to make without even the slightest event to provoke modifying them. If you want the exact thought process The Grimm Fairy went through, here it is:

    *SPOILERS*

    She finds the journal, and reads it, gaining a greater understanding of why Ishmael did what he did. She identifies the fact that she would falter if she understood what his journals were saying, and so she willfully deludes herself that it's just 'the rantings of a madman' so she can focus on the task and stop Ishmael. But she can only delude herself for so long, after all, what Ishmael was talking about was willful ignorance, and it would be too horrific to kill him IN willful ignorance. So, she accepts it and falters. What she does is cowardly, leaving you to save the day. Regardless, she somehow brings herself to finish him off when he comes out. Now, I'm sure you would only feel what I'm feeling if you truly understood the deeper meaning of her final action, but I wrote this arc, and I'm tearing up at the thought of it.

    *END SPOILERS*

    Quote:
    Atlas Park has Atlas Plaza, Galaxy City has Freedom Court, Kings Row has the beerslam, Freedom Plaza. I didn't bother to step outside and refresh my memory, and I mixed up at least the last two.

    Also, it doesn't matter what my hero knows. If I don't know it, I'm still going to be lost.
    If you were paying attention it mentions the Kings' Row Facility and Freedom Plaza a number of times.

    Quote:
    Confession time: when the decoys showed up and popped Aim, I ate my entire supply of insps and hard-focused on Ishmael, figuring I'd get him down at least before my horrible death. It wasn't until after he and his entourage were down that I realized the decoys were actually decoys and didn't actually have any powers to speak of.

    If you want people in a contemplative mood, having a bunch of customs showing up and popping Aim is not the way to get them there.

    Also, the final mission had a double-digit number of clues, which showed up in an essentially arbitrary order, half of which needed to be put together at the end to make a coherent speech. By the time I reached the final boss, my motivation for actually opening up the clue window and scanning it to see where the new clue showed up and if it was actually immediately relevant? Quite possibly negative.
    The isaacs is an idea. You didn't like them, I've taken note of that, but I'm not going to remove them on one review, because they aren't a mistake. This arc is WIP. I've fixed the order of the clues. And actually, my intention with Whispers In Your Mind is that you are supposed to hear them just as you're wandering through the mission, they're not designed to be said in one big speech. The information for Ishmael coming back to life was in the system text.

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    The word "arrest" also figures in two of the plaques. (Perez and Galaxy).
    My mistake. Regardless, I've fixed it.

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    Yes, the city put up plaques to commemorate the location where someone understood someone else, and not where a grave threat to the entire city was brought into legal custody.
    More evidence that you didn't understand the arc. I thought it ironic that Ishmael was described as apprehended (missing that it also says arrested) when the arc is about understanding Ishmael.

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    Yeah, it was a professional production by an established playwright. The known elements of CoH history are often squirreled away in obscure places, and I have to say I've seen a lot more MA arcs that get things wrong accidentally than deliberately and baldfacedly present contrary information in the service of a deliberate point.

    So when I see something that doesn't match up, with no statement by the author one way or another? Odds are it was a mistake.
    I admit I did make a few mistakes. But I didn't claim it was historically accurate. Regardless, it is now historically accurate.

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    I'm not sure where you got the idea that somebody would want to play a minor footnote to history.
    If you feel your character has too massive of an ego to help The Grimm Fairy then quit after the first briefing is my opinion. It clearly states from the beginning that you are helping out. Regardless, this is a story. You are playing through a story that just happens to have your character already in it.

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    And you can tell how much of an impression the subsequent appearances made on me. Abigail never even shows up "on stage" in the first place, and afterwards she's only mentioned by proxy.
    *sigh* She isn't important.

    Quote:
    It's not about the game, you just need to play the game in order to get to the next bits? There's something a bit unworkable in there.
    ??? No there isn't. Your statement might appear true to the casual observer, but I'm not a casual observer. Almost every good arc in MA is in the end about the story. The game just facilitates it's telling.

    Quote:
    What, the poor fool who's been fed utopian pipe dreams by the Rikti, so as to make a living pile of spare parts sound like a step up, regurgitating the party line? Nice trick if you can pull it, wrecking a fellow's way of life and cutting open his safety net, then getting him to turn round and blame it all on the people you hate.
    YAYYYYYYYYYYYYYYYYY! You understood enough of the arc to form an opinion!!!! I can put you in the "Ishmael's a very naughty boy!" box.

    Quote:
    The overall "replace the bombs, or let the timer run out except you're actually completing the mission in another way" structure is a bit too complicated to contain, just on the face of it, as it's entirely possible that the timer could run out for reasons other than someone collecting, reading, and obeying the clues.
    I may have misinterpreted what you said, but the clues for the alternative way out detail you actually having to wait for the timer to run out. That's a part of the plan.

    Quote:
    No, I'm pretty sure it was. The green text didn't just write itself.
    *picks up random book*
    *opens to first page*

    "PHILO: His captain's heart, which in the scuffles of great fights hath burst the buckles on his breast, reneges all temper, and is become the bellows and the fan to cool a gypsy's lust."

    Believe it or not, but that isn't what he means.

    Quote:
    No, I'm pretty sure the nature of games like Heavy Rain (and we're bundling in, what, Indigo Prophecy here and that's it?) is interactive shower scenes and/or zombies havin' babies.

    David Cage is a creepy man with a creepy muse and I'd rather not be voyeur to it, thank you.
    Of course, let's bring your bias opinion of Heavy Rain into the argument. I was stating a fact about how and why Heavy Rain was made.

    Quote:
    Yes, and this is a problem: trying to replicate the idea of Heavy Rain in the City of Heroes mission engine. It's a bit like trying to play Rachmaninoff on a children's xylophone: it doesn't come out entertaining. It hardly even comes out recognizable.
    Yeah...I started playing Heavy Rain on Saturday. I started writing this arc about 6-8 months ago. I was merely pointing out an unintentional allegory.

    Quote:
    The only verdict I can deliver on Ishmael is death. "Would you kindly" complete the mission, and all that. The story isn't over until he's knocked down for the last time, and I don't even get the satisfaction of twisting the knife, were I so inclined. His fate is out of my hands.

    What's the alternative here? Walk away? Then the story just stops until I come back. If I come back. And if I don't, well, then it just never goes anywhere.

    And all for the sake of freedom of opinion? That's a laugh. There's only one way for this story to end. I can have whatever opinion I like, and in every case the arc doesn't care.
    Dear lord. Any good work of art is supposed to make you think. You can't change how any film, poem or novel ends, but it doesn't mean you can't think about it.

    Quote:
    You're honestly going to say that you didn't write this whole thing intending for people to feel a certain way about the characters and situations involved?

    Well, whyever not? You're the one with absolute control here. Even in the case of Heavy Rain, the game's built the track for me. I may flip the switches for the train to run a certain way, but I can't jump the rails.

    The Mission Architect has many, many fewer switches, and most of them just wind up looping back into the main track anyway. Why not run the track along a scenic vista, instead of just giving me a canvas and expecting me to make up my own?
    Because I want to. Because that's the aim of the arc, of any good piece of art. I am not a dictator. I'm not going to tell you how to think. I'm not even going to ****ing suggest it. Thinking is up to you. I'm going to take for you a ride, it's up to you how you feel at the end of it.

    Quote:
    Eh, but I've put enough time into this and we've got the mechanical hiccups sorted out. Last arc I ripped into this heavily went on to win HeroCon's first annual Top Architect Arc competition, and that largely unedited, so it's entirely possible that further conversation is going to wind up detrimental.
    Do you mean Sabrina's Tale? If so, I can kind of see why...

    P.S. Sorry about the profanity, just (as you may have gathered from the arc) the subject of freedom of thought makes me emote.
  17. Quote:
    Originally Posted by GlaziusF View Post
    Oh. The actual mission briefing is in the opening clue. That's... something I haven't seen done before. Mostly because I've been habituated to the mission being set up in the briefing, so in this case mission 1 would be stalking the streets of/an abandoned warehouse in Kings Row to find the person who needs my help.

    Parking somebody as a hostage on the first floor of one of those office-to-underground maps might work?
    Unfortunately without six missions to an arc, I wouldn't be able to do everything I wanted to do when writing this arc.

    Quote:
    And the busy message seems to indicate my contact has plot cancer. Joy.
    Yay, obscure comments that are no help at all!

    Quote:
    The end boss talks about the "teacher" who gave him his powers, but I don't get the clue for defeating him until I look behind the crates to find a minion who's been hiding. It seems sensible to make the objective boss-only.
    That's unfortunately a 'forgot to make sure it updated' error.

    Quote:
    Oddly enough, interjecting the contact dialogue with my character's explicit responses feels more invasive and less genuine than that old Ninja Gaiden standby, "...".
    I chose to have particularly selected responses in order to fit the nature of the arc as part of a set history, “the person who aided The Grimm Fairy said this”. If you're referring to “you divulge your story” text, I have no idea what you're complaining about. Are you trying to say that you would go: “Nah, I'm not going to tell you anything.”?

    Quote:
    Interesting use of... what, is it ally/nearest door with the "out of range" text set?
    I'm lost.

    Quote:
    But given the cultish nature of the Lost I can't imagine "why is it screaming like that?" is an appropriate response for them. At the very least use "he", but it needs to be wrapped up in prettier language. "Brother! The ordeal will being you closer to the gods!" or somesuch.
    The cultish nature of The Lost, in your opinion. In a lot of ways I would describe The Lost as 'cultish', but that's based on it's definition, not it's commonly held interpretation, I believe the term you were looking for is 'sectish'. The Lost in my mind is a close-knit family who carry fanatical beliefs that separate them from the rest of society. I think 'he' would be more appropriate, I agree with you, I'll change that, but when it comes down to it I do see The Lost as people. The Scroungers and even the Mutate and Anathema in my mind, talk like regular people. On changing things the same goes for the specimen thing.

    Quote:
    I can appreciate wanting to have multiple sets of dialogue on the captives, but both the early and late transformations gave me an identical clue when I intervened.
    Not much I can do about that, in my opinion it wouldn't make sense if you got the clue from one source but not from another.

    Quote:
    Also you'd think after the fourth barrel or so I'd stop being horrified, but the system text begs to differ.
    These are minor unavoidable scruples you keep mentioning.

    Quote:
    Anyway, I defeat Ishmael but he teleports out, dropping a device which I... somehow understand to be a psychic dampener?

    Maybe it can be a jury-rigged one stolen from DATA that still has the label on it.
    That is a good idea, thanks for that! I had you working out it was a psychic dampener in order to accomodate for those who would actually know it was, but the label works best.

    Quote:
    Hang on. The debrief says that my contact was heading for the monorail sewers, but that's where I went.
    Apologies, that is a pure mistake on my part.

    Quote:
    Names need to be set off with commas in the dialogue. This includes pronouns and epithets like "child".
    I wouldn't describe it as 'need', but I take your suggestion.

    Quote:
    Huh. My contact's a psyker. I would have expected, y'know, COLD.
    I assume by the time you finished the arc you would have realised why you felt cold when she's a psyker. Not to mention the fact that you would have caught onto her being a psychic from her explicitly entering a psychic trance.

    Quote:
    I frob a bookcase and find an assortment of books. Listing their titles in the clue might paint a better picture than discussing their subject matter.
    300 characters.

    Quote:
    One boss with dialogue on getting whittled down with a clue to drop was fine. I've found two other copies of him on the way up, though, which approaches overkill.
    Read the clues.

    Quote:
    One of the bosses (a Pariah model) makes a threat on my life, and the clue on defeat mentions the building getting bombed. Seems that'd be better in the system text, especially as the clue itself is fourth from the bottom in the list of clues.

    (Clues appear in the same order on the clue screen as their associated objectives do in the mission design. Objectives can be dragged and dropped to rearrange them.)
    Hmmmmmm, I'll look into this.

    Quote:
    ...Iwas expecting more of an abandoned office look than a CoV one.
    Rather unfortunate roadblock really, but I changed the office in Mission 3 to CoV.

    Quote:
    Did you want them to be nearly invisible against the walls and cave floor, or was that just an unhappy accident?
    I assume you were in a bad mood when you reviewed this arc, because you seem to be overenthusiastic in attacking minor things I have no control over.

    Quote:
    I find some hostages, mostly in the caves, then get notified there are more of them -- must be topside, so I head up there.
    Hmmmm, the first hostages shouldn't be in the caves...

    Quote:
    And after that, or perhaps after I rescued the Grimm Fairy in an unheralded objective in the end room, I have to place some number of psychic inhibitors? In bookcases?
    Psychic inhibitor points. When you have objectives that are later activated, they still appear on the map, just aren't glowie. Thus, I chose an object that blends in. Ignore the bookcase, the bookcase isn't there, just a marker for where The Grimm Fairy is setting up her psychic inhibitor.

    Quote:
    Ah, reading the clues I can kind of see what you were going for? But CoH isn't set up to do the kind of "we can tell how you completed the mission" thing you have going here.
    Mission Success and Mission Fail dialog are set up for that very same thing.

    Quote:
    The contact is apprehensive that we may have to off the pariah, but she certainly didn't give me any warnings about treating him gently in the second mission -- or the third, for that matter.
    This is an arc in which you think as you read the clues, and what they mean. It is not as simple as it appears. I'm not going to point out to you why she only doesn't want to kill Ishmael now, because that would defeat the point.

    Quote:
    Okay, so this is the last mission... we're at the facility in Kings Row, I guess? Usually the opening text has at least paid lip service to the city zone we're operating in. When the CoT mage spoke up about the tower the Lost were building in Perez Park I thought that's where we'd go while the Freedom Phalanx saved people in Kings Row.
    I should make that clearer, but if Mission 5 was after Mission 3, in which it was clearly indicated from the note that was in Pariah's hands that the final facility was in King's Row I think there would be no need to mention it. “Meet me in Freedom Plaza”, Freedom Plaza is in Kings' Row. There are repeated references made to Freedom Plaza in the earlier missions as well. I accept that not everyone would be immediately familiar with Freedom Plaza as a Kings' Row district, but if they were concerned about where they were, and were told Freedom Plaza, they would only need to look it up for further details. Let me put it this way, your hero is almost certain to know where Freedom Plaza is, even if you don't.

    Quote:
    The navbar has two identical "find information" objectives. Was there a problem with plurals?
    It appears.

    Quote:
    ...and I'm getting the "whispers in your mind" clues in all kinds of a mixed up order.
    I'll do my best to sort that out.

    Quote:
    It'd be nice if in addition to different names, the bosses had slightly different dialogue.
    Acknowledged.

    Quote:
    The final boss pulls some interesting bits, summoning visions of "Isaac" with no attack powers as distracting images. He goes down, and then a boss vision of Isaac appears, with the objectives "Kill Isaac, Strike the Final Blow".
    -Correction. When you get him down to 75% the objective “Kill Isaac” appears. When you kill him, the objective “Strike the Final Blow” appears. It's either the system text or a clue you get at the defeat of Ishmael that tells you that he survived and The Grimm Fairy has kept him inside the building.

    Quote:
    I head back down and there Ishmael is, in front of the other elevator. Along with a gunner who looks like he's flying. What emote is that?
    Dammmmmmmn. I must have the Enemy Group as “Floating” - btw – instead of the boss, I'll fix that.

    Quote:
    Pff. "Read the clues". Thanks, exit text. Did that already. But it'd be easier if they didn't go 7-1-4-2-3-5-6-8.
    *ahem*

    Quote:
    So, uh... where's the three? Forms of the final boss? City zones the arc takes place in? Average number of chained objectives per mission? Blind mice? What?
    There were three forms of the final boss if you count Isaac as one. Think it takes place in two...Yep, Kings' Row and Galaxy City, that's two. Let's see there were 0 in the first....0 in the second...0 in the third...3 in the fourth...4 in the fifth...So that's just over 1. Three is the number of plots that are a part of the arc. Though seeing as it's two layered over one, I don't think I like the title Three anymore. I'm gonna change it to "Look Closer".

    Quote:
    So here's the bright history of the Ishmael affair (as told in the plaques for the Intellectual badge). Ishmael experiments for months to try to work out a way to control the minds of the entire city. Eventually he's thwarted by a solo heroine called the Grimm Fairy, who submerges her will long enough to come under his control and track him down in Kings Row. After his arrest she realizes the horrific extent of his operation, and a task force of heroes liberates the prisoners from a Lost test facility in Atlas Park and finds his planning center in Galaxy City. Sister Psyche gives the city a good psychic loofah with the end result being a slight general inclination toward conflict in Perez Park. Ishmael is explicitly called out as captured, rather than killed, and the Grimm Fairy survives her confrontation with Ishmael at least long enough to talk to Positron. She's not called out as "former" either, which you might expect of someone who's dead.
    I'd give that explanation a 3 or 4/5. Why? 1) It just says The Grimm Fairy apprehended him, which I understand you took to mean captured. Merely a difference of opinion in regards to the interpretation of the word apprehended – you might want to look into it's definition - but thinking about it I can see why someone would so easily interpret it as such, and thus I will take your point and add something to that effect in the souvenir. 2) The Grimm Fairy was the one who apprehended him, it doesn't mean she was solo. 3) You provided a large reason as to why I should put READ THE CLUES in caps, along with READ THE DEBRIEFING. The Grimm Fairy tells you that she has psychically contacted the Freedom Phalanx about the Atlas Park facility. 4) She has disappeared, she's not dead as far as the public is concerned.

    Regardless, this arc is not based upon historical accuracy. Are you familiar with The Crucible by Arthur Miller? That is an interpretation of events of the Salem witch trials in which a great deal of the facts are changed and or manipulated for the purposes of the play. Regardless, it is heralded as Miller's greatest work, and no one seems to care that it is historically inaccurate, because it never called itself accurate.

    Quote:
    Which brings me to the big problem I had with this story, canon issues aside. I am basically the Grimm Fairy's sidekick. What I can do in the missions isn't much compared to what she can accomplish. The first mission is something she basically fobs off on me while she's off doing more important things. I then blunder into disabling Ishmael's psychic blocker so she can actually track him. She jets over to Galaxy City, stops the building from collapsing, and works out escape plans. I do the grunt work. And even when I'm free to operate on my own in the final mission, Ishmael considers himself beyond me, but she punks him off-screen.
    If that's your interpretation of your role in the arc that's fine. Yes, it is largely Grimm Fairy's psychic powers that track him down – that is part of the story – but it is you who actually fights and defeats Ishmael the first time. And it is you who defeats him twice in the final mission, effectively weakening him enough for The Grimm Fairy to finish him off. I take your comments though, but do you think it would be a bad idea to make the ideas for different escape plans in Mission 4 made by the player? In the end, I suppose you do play second wheel, but I thought it was made pretty clear that this arc isn't about you. I do involve you as a character within this turn of events, but you are of small notice in the end.

    Quote:
    I hate to call somebody else out for something I've definitely been guilty of (and heck, may still be in violation) but not all of these ideas can actually be realized very well, or at all, in the Mission Architect. And ultimately, you write the arc with the editor you have, not the editor you wish you had, and that means some ideas can prove unworkable and need to be abandoned.
    Please specify which of my ideas are unworkable and need to be abandoned, and why.

    Quote:
    For all my contact talked up the ancillary contact -- Isaac's sister Abigail -- she was a preface to the first mission and then never seen again. Aside from the single hole in the floor, the fourth mission looks in even better shape than the third, mostly because of the different color palette. (I was expecting something abandoned, but admittedly I've got no idea if there are abandoned maps over anything that isn't Rikti caves.) I can't speak to how the "alternate objective" might work, as its apparent mechanism (rescue Grimm Fairy, click some glowies) wasn't acknowledged on the navbar and the mission completed in the original manner before I finished it. And the decoys certainly confused me -- into unnecessarily chasing them all down when the fight to complete the mission was actually one floor back and around some corners.
    She “talks up” Abigail? No, what Abigail serves as is an example of what Ishmael was trying to tell the player, what I was trying to tell the player. I just made The Grimm Fairy make it clearer, and I think it served well as an introduction to the character of The Grimm Fairy, rather than the character of Abigail. She isn't never mentioned again, The Grimm Fairy talks about her in the Mission 1 Debriefing, Mission 2 Briefing and I'm fairly sure the Mission 2 Debriefing. After that everything starts going quite fast. Mission 3, 4 and 5 in the same 36 hours or so.

    I've changed the Mission 3 map to CoV so it fits better, but you're right, there are no abandoned maps over regular caves or sewers. I had to make do. Personally, I don't think the verity is damaged beyond poetic license's reach. I take your point that this idea is the one that is hardest to pull off but all I can do is ask that the player takes his/her suspension of disbelief a little further.

    The alternative objective idea works based on after fixing the psychic inhibitors the player waits for the countdown and fails the mission. For missions that involve two ways out, the Mission Fail timer buyout is commonly used. It can't be in the navbar as that is for objectives that cause the mission to succeed. I'm not sure what you mean by decoys? Do you mean the copies of Isaac? If so, I think it was not watching the system text that caused the confusion as the two objectives present quite far apart.

    Quote:
    The saying goes "it's better to aim high and miss than aim low and hit". In terms of self-improvement this is certainly true. But what I see playing arcs is the result, not the process, and from my perspective a miss is still a miss wherever you aim.
    When making this arc, I had a feeling that some players would miss the point that it isn't about the game, so I built it intending it to be a enjoyable gameplay experience while at the same time retaining it's true function; indeed the two working together on a number of occasions. I understand that you feel it is a miss because you believe that the unorthodox game mechanics I used were not executed very well. I'm sorry for that, and I will make the above edits to them that I have mentioned in order to improve that experience.

    Quote:
    The fourth mission was a bit of a pain too, what with trying to find spots against the brownish-orange woodwork to plant brownish-orange transparent bombs, and backtracking out of the tunnels to find some more hostages. For... some reason that was never really made clear.
    Red bombs actually, and only the last bombs were transparent. There's not much I can do about that, all arcs that have “plant” objectives that involve small things have this problem. Unfortunately as the game places the objectives before they are activated, using the large bomb models would even greater damage your experience when running around and seeing these bombs just there, not transparent. At least the small ones are easy to overlook. I think it was a problem with the objective priority. The first captive objective was set to front along with the second, and I think the first objective might have been below the second in priority. That, or the placement ignores the priority rules and just randomises. If it's the former case I'll rectify it, if it's the latter case, I'm powerless.

    Quote:
    First, it's out of order. This is the easiest one to fix now that you can reorder objectives. This shows up in two places I could remember. The taunt from the Pariah about the bombs going off was scrolled off the clue window by two more objective clues and a mission complete clue about the manuscript he was carrying, and my clue window isn't exactly teeny. Knowing there are terrific explosions happening around you is kind of key to the plot progression, so I would have figured that for a mission complete clue. The more egregious one is Ishmael's piecemeal ranting, which as I documented is all broken up and out of its intended order. There are probably more examples than this but I didn't really notice them because of the second problem, namely:
    ...you've missed the point. The Whispers in Your Mind are not piecemeal. They are the crux of the conclusion of the arc. I suppose you didn't really read the “Read the Clues” reminder like you didn't really read the Whispers in Your Mind. But I will solve this issue you had.

    Quote:
    There's just too dang many clues, and some of them are huge and irrelevant. Abigail's prelude to the first mission is one of them. Isaac's journal (big enough to be an end mission/start mission pair) is another, as it's an extended mix of his piecemeal rant in the clues of the last mission. The genuine duplicate clue in mission 2 is a smaller example, and the Grimm Fairy's piecemeal commentary on her escape plans in mission 4 tries to play tricks with chaining objectives to get itself some extra space.
    Ishmael's journal was not in the Version 1 of the arc However, in testing I discovered that the player is lost as to the true meaning of the arc until the very end, so I wanted to give a taster of what Ishmael was about, and something to justify the player's actions midway through the arc. Obviously I can't account for an aspect of human nature that ironically Ishmael was talking about. Again, you call something piecemeal when it's important the story of the arc, you just seem to be blindly going by the navbar. I think if I just left out the clues and you picked up the bombs only to discover it says “Plant the Bombs” with no justification you would go: “wtf? Why?” In order to get the NECESSARY explanation in, I had to make use of chained objectives for more space, yes.

    Quote:
    And the third problem, also of the "aim too high and miss" variety, is that the detail often worked at cross-purposes with itself. Take the second mission, with the Lost hostage guards considering their fellow Lost to be lab specimens, "it"s -- things, instead of people. I realize there is no subculture so reviled by the mainstream that it cannot itself find an internal subculture to revile even stronger, but that dialogue just took the seeds of sympathy for the Lost planted in the first mission and scorched the earth. Then there's my contact, or rather, the green text that showed up whenever I talked to her. Here's a tip: the easiest way to get me to stop caring about something is to narrate at me that I do care, or that I should. The most hilarious example of this is when my contact pauses and the narration interjects that for various reasons I don't interrupt. Really, narration? I've sat back and let Operative Vargas natter on at me about proactively synergizing my core competencies, but all of a sudden you feel compelled to justify my lack of interruption? I realize that the arc expects me to care about my contact by the end of it, just in time for her to bite it, but if you can't just sell that with her dialogue on its own, then narrating at me that I do care after all is just going to have the opposite effect
    Yeah...that wasn't me justifying why you don't interrupt.

    I am not a scriptwriter, or a game writer. I am a narrative writer. Thus, my arcs will narrate to you things that occur, rather than basing it all on dialogue. Believe me, I don't do this because I have a particular taste for narrative. I just think it's the most functional form of storytelling for the lone writer. A script is interpreted in it's telling, and a game is a different medium altogether, not designed for telling a story. However, writers are writers, they share a single nature. They want to tell a story. Thus, games make you live a story, even if it inhibits the freedom of the player. That is the nature of games like Heavy Rain. But, like Heavy Rain, I didn't approach the story wishing to tell it, I wanted the player to live it. Three is about living a story, not playing a game. And like Heavy Rain, no matter how hard I try to give the player freedom, like any arc writer, the player is still inhibited within the bounds of the story. Thus, I didn't even attempt to cover the player's eyes by doing something I can only ever do half-heartedly. Instead, I told them a story from the perspective of “$name”, while giving them the most important freedom of Three. The freedom of their character's opinion. Three asks you to get more involved in the story than most other arcs, in order for you to deliver your verdict on Ishmael, however, your view of Ishmael's words as “piecemeal ranting” made you ignorant to the question that was being asked of you.

    This arc does not intend to make you care about The Grimm Fairy, that is up to you. The Grimm Fairy, like Ishmael's attempt to psychically dominate the city is a subplot. You are told these two stories, while the main one eludes you. I designed the arc with these two layers in order for the player, even if they were to not see the main plot, would still see the story of Ishmael's attempt to psychically dominate the city, and The Grimm Fairy beneath it. However, based on your reaction, I didn't do a good enough job of telling The Grimm Fairy's story, despite the fact that that is what every Mission Briefing, Mission Send Off, Busy and Mission Success text is all about.

    Quote:
    Overall - **. This arc is very ambitious, but in its attempts to overstep the bounds of the Mission Architect it trips and falls, and in its attempts to be cinematic it often makes me feel like more of an audience than a superhero.

    Aside from reordering the clues and paring back on some of the less workable mechanics, there aren't many hard and fast fixes. The reality is that Ishmael almost mind-controlled the entirety of Paragon City and the Grimm Fairy soloed him. A player hero who's a direct participant in that kind of story is going to wear the Second Banana hat, barring impressive continuity gymnastics.
    I will admit that my arc is very ambitious. I am attempting to tell a single overriding story that – obviously – isn't prominent layered on two other subplots which have to be paid enough attention for the player to grasp them. Not only that, but ignoring all of these plots and subplots I attempted to make an arc that is in it's gameplay new, exciting and enjoyable. Undoubtedly, I think I have fallen down for the time being in regards to the gameplay and the prominence of The Grimm Fairy's story.

    Quote:
    One possible out is not to make the arc about that story, but about the Grimm Fairy, the player meeting her on patrol in Kings Row, maybe helping her pull free of Ishmael's control, and then participating in the cleanup, with the revelation of the true nature of the Lost saved for the end, after which the Grimm Fairy gives up her mask and the player hero would rather not be immortalized as an accessory to what went on.
    That sounds like an interesting idea for an arc. Write it. It's not what my arc is about though. I know I keep repeating myself, but I can't retell this arc. The story isn't as simple as you think. There is a particular story I'm telling with Three, one that you overlooked. If you saw it, you would know that – to turn around your phrase – it would take some impressive plot gymnastics to fit it into a different tale. Finally, if my attempts to be cinematic made you feel more like an audience than a superhero, I suppose I succeeded, did I not?

    Regardless, I really appreciate your review, it allowed me to notice some genuine flaws in my arc whichI have no rectified. The only things left are for me to place the note of "apprehended" in the souvenir clue and change the name to Look Closer, which I am going to do now.
  18. Quote:
    Originally Posted by Bubbawheat View Post
    This may seem like it's just a review thread, but I'd like to see a little discussion in here too:

    How many Challenge arcs did you play? Which ones were your personal favorites? Did you prefer one challenge over the other? Is there any from the first challenge that I missed and should check out?
    This is tough...I have a very poor memory...K, looking at Dark_Respite's thread...I played:

    The Great American Skull Fry! - Fairly certain I gave that a 4.
    Dereliction of Duty - I think I gave this a 3.
    Bad Voodoo obviously...
    Two Tickets to Westerly - Played it before the final changes were made, gave it a 4.
    A Hero in Need is a Friend Indeed - I think I gave it a 5, and in my opinion it definitely had the potential to win the contest, just not with the incarnation I played.
    Night Calls the Weaver - I played this soon after it was first published, and gave it a 4. I really should give it another try...
    Outbroken - Played this...I'm thinking I gave it a 5? I can't remember...

    If I had to pick a favourite, it would be Wrong Number's arc.
  19. I'd just like to basically make a post held for future editing, as I got some really bad news today which basically tells me my time has been grabbed by the proverbial balls for, well, a while, so it may take me some time to respond to your criticisms. Regardless, I'll try and make some time to reply by the end of this weekend.

  20. I'd just like to basically make a post held for future editing, as I got some really bad news today which basically tells me my time has been grabbed by the proverbial balls for, well, a while, so it may take me some time to respond to your criticisms. Regardless, I'll try and make some time to reply by the end of this weekend.

    EDIT: I've made the decision to change the arc's level range to 10-14. After all, it isn't supposed to replace Mr. Bocor's arcs but sit alongside them, and with this in the 5-9 range if it went along with it you wouldn't be able to play his other arc all the way through; and I HATE when I outlevel a contact mid-arc.

    When trying to emulate Mr. Bocor, I'm not the person who wrote the original contact's arcs, so I could only hope to imitate him to the best of my ability. From playing through his arcs and reading his dialog carefully, I noticed a preference for polysyllabic words and a particularly callous and merciless nature. I don't think I emulated his dialog style exactly, but as an amateur writer I wanted to implant some of my own style onto him. I think that made him less serious than he is in the Dev arcs, but I don't think that's necessarily a bad thing.

    You seem to have had a much worse time than a number of other players, who played it before I made my most recent downgrade on the power of the custom enemies. I think that the character you chose must have been a rather significant factor. I think you may be right with your uncertainty in regards to which “faction leader”, so I'll change it to “Interrogate the Mystery Faction Leader”. I'm very pleased with your conflict with the Mystic Paragon, her being an easy fight despite her status as an EB is exactly what I was going for, if you read her description you may understand. I'll investigate the Earth Progenitor's powers again, though I think that lack of preparation may have been your downfall; after all, I listed it a challenge so the player would think twice about what character he or she's taking in- there. So far I've run the arc in it's various incarnations of ever decreasing difficulty as a Level 32 Grav/Psi Dominator (immensely easy), Level 5 Thugs/Pain Mastermind (no deaths, reasonably easy) and Level 7 BS/WP Scrapper (I stopped playing with him during Mission 2 after I discovered that there were two HMVs in it, despite that, two deaths, very difficult). I had intended to run it with my Level 7 DP/Pain Corruptor soon, but now I'm going to raise the range to 10-14 I think I won't. Oh, and it's Jacob, not Jason :P
  21. Congratulations!

    But I hope you changed the Marrowsnap stuff before this was Dev Choice'd XD
  22. I would appreciate a review on my latest arc:

    Arc Name: Three (working title)
    Arc ID: 382760
    Faction: Heroic
    Synopsis: 12/9/04. Paragon City suffers still from the Rikti attacks 3 years ago, many remain homeless, cowering from innumerable threats. This is the story of one such individual who lived in the darkest depths of Paragon, and through him how the populace's ignorance almost lead to their destruction.
    Estimated Time to Play: Very Long (there is also a great deal of text to be read)
    Notes: Read the Still Busy text if you can, I think it adds a great deal to the story. Well, in Missions 1 and 2 at least. After that you can probably leave it if you want. I especially wasn't a big fan of it in Mission 3. Also, because of the sheer volume of text - especially if you find all the optional clues - this may take some time.
  23. But that isn't how I see it, and I'm not educated enough to say whether this arc is 80% better than the rest of the arcs out there. Therefore I have to develop my own opinion. Usually, I am quite generous in my view of an arc as 5 Stars. Or maybe I just happen to come across a lot of 5 Star arcs, regardless, I rarely rate them 5 stars. Why? Because I feel I can't rate an arc 5 Stars if it has errors in it. Depending how good an arc is, the amount of errors it can get away with increases for me, but it does get to a point where I say there are too many errors for me to in good conscience, almost deem it 'Final' by giving it 5 Stars. It just annoys me so much when I see errors in Dev's Choice arcs especially. Sabrina's Tale is riddled with them! Although when it comes down to it I would say it is a 5-Star arc - although I would actually describe it as scraping into 5 at much lower than non Dev's Choice arcs I've played - the errors...just...rawr.
  24. Why include the entire list of MMOs for voting for Best Independent MMO, and then not count the votes for games that aren't independent? That's just bloody lazy. Some people don't know which MMOs are independent and which aren't, and a list that are would helpful to those people. That's one very good reason why I'm not gonna bother voting.

    P.S. I wouldn't vote for CoH anyways >.> <.<