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Originally Posted by GlaziusF
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?
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Unfortunately without six missions to an arc, I wouldn't be able to do everything I wanted to do when writing this arc.
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And the busy message seems to indicate my contact has plot cancer. Joy.
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Yay, obscure comments that are no help at all!
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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.
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That's unfortunately a 'forgot to make sure it updated' error.
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Oddly enough, interjecting the contact dialogue with my character's explicit responses feels more invasive and less genuine than that old Ninja Gaiden standby, "...".
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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.?
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Interesting use of... what, is it ally/nearest door with the "out of range" text set?
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I'm lost.
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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.
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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.
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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.
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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.
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Also you'd think after the fourth barrel or so I'd stop being horrified, but the system text begs to differ.
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These are minor unavoidable scruples you keep mentioning.
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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.
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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.
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Hang on. The debrief says that my contact was heading for the monorail sewers, but that's where I went.
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Apologies, that is a pure mistake on my part.
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Names need to be set off with commas in the dialogue. This includes pronouns and epithets like "child".
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I wouldn't describe it as 'need', but I take your suggestion.
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Huh. My contact's a psyker. I would have expected, y'know, COLD.
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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.
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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.
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300 characters.
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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.
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Read the clues.
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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.)
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Hmmmmmm, I'll look into this.
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...Iwas expecting more of an abandoned office look than a CoV one.
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Rather unfortunate roadblock really, but I changed the office in Mission 3 to CoV.
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Did you want them to be nearly invisible against the walls and cave floor, or was that just an unhappy accident?
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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.
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I find some hostages, mostly in the caves, then get notified there are more of them -- must be topside, so I head up there.
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Hmmmm, the first hostages shouldn't be in the caves...
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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?
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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.
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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.
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Mission Success and Mission Fail dialog are set up for that very same thing.
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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.
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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.
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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.
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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.
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The navbar has two identical "find information" objectives. Was there a problem with plurals?
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It appears.
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...and I'm getting the "whispers in your mind" clues in all kinds of a mixed up order.
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I'll do my best to sort that out.
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It'd be nice if in addition to different names, the bosses had slightly different dialogue.
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Acknowledged.
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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".
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-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.
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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?
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Dammmmmmmn. I must have the Enemy Group as Floating - btw instead of the boss, I'll fix that.
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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.
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*ahem*
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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?
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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".
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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.
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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.
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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.
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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.
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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.
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Please specify which of my ideas are unworkable and need to be abandoned, and why.
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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.
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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.
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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.
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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.
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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.
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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.
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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:
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...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.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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.