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Quote:Yes - an MMO can't replace a human DM for thinkng on the fly and altering stories to match what players want to do.And until you can give me the answer to WHY that must be so always and forever regardless of the mechanics used to design a game I guess I'll have to keep asking the question. Table top games don't suffer from that limitation - are we to assume that computer MMOs always will?
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Quote:They can - but not a world wide scaleThere's a difference between "good conquering evil" in generic literature and a HUMAN PLAYER playing a villain. What motivation does a person have to continue playing a character who is doomed by unalterable fate to lose?
I submit that a human player playing a villain ought to be able to "win" at least once in a while, otherwise what's the point? -
It necessary for them to put out new content at a reasonable rate, and have a unified meta-story to guide the creation of that new content.
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The new DA arcs have some interesting choices in them - including one that becomes easier if you take the evil path.
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Positron is becoming leader of the Freedom Phalanx - if a player gets added to their ranks, it won't be as the leader
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Weeping Villains should play the DA arcs - there are some pretty sinful choices that can be made on them
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Quote:It'd bog the game development down way too much - they'd have to create content for a world where Recluse won, and a world where Tyrant and the loyalists won, and write 3 separate meta-storylines for the 3 versions where each of the 3 starting factions came out on top.Ha! Explaining that villains shouldn't get what they want out of this game because it saves the Devs a bunch of "unnecessary work" was especially hilarious, even for you. Promise us you'll never change GG.
For example, the Dark Astoria revamp was being planned before they even started work on the Trials, and the Atlas Park revamp took over a year to do - now just imagine them having to do all that twice more to show a world where red side and yellow side won.
It also causes massive story problems in writing content for a world where evil has won - it works in Praetoria, because the storyline shows that there's hope to found in another world, and that the exisiting order won't last forever, and that you'll be able to return at a later point in the story to set your world free.
But imagine what that'd be like if Tyrant's empire was all that there was on both worlds, after he won the dimensional war - it'd be a totally hopeless environment.
The meta-story needs basic truths about what has and hasn't happened in the CoHverse, otherwise it'd totally fall apart.
That's why, for example, the death of Statesman isn't an optional choice, unlike the Cleopatra-Washington face off. -
Oops - double post
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Just promote Desdemona to take the empty space in the Freedom Phalanx- or will she be moving to Praetoria on a permanent basis once the war is over?
And add Scirocco to the Vindicators to replace Malaise -
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Quote:That's because the default setting for the game world matches the major goals of the Heroes - if we log out with Paragon City in the same state as it was in when we logged in, then we've been successful.It's not satisfying at all. Heroside, players get the satisfaction of stopping the bad guys and saving the day. Villainside, players get to be lackeys for bigger villains and, afterward, are politely told to go home and wait for the next opportunity.
Every single villain group in the game, from Tyrant and the loyalists down to the Skulls and the Hellions is trying to make the game world into a worse place - which would require some changes to the game on a small scale or a massive scale, depending on the size of the threat - which would also fragment the meta-storyline, adding even more work to the development process - so not only are we saving the world, we're also saving the devs a huge amount of unnecessary work -
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