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Quote:Okay, I don't know where you guys get the idea that Matt was one of the most popular kids in school. Liked by many, sure, maybe, but there were many references to him kind of being 'above it all' and a little nerdy because of his reading habits and such, and so didn't really fit in completely. He didn't get the girl until after his powers (remember their first meeting at the party and her attitude with him) and he worked up the nerve to talk to her. Also, until he started hanging out with Steve, I don't think he knew a lot of people. He was Andrew's cousin, and was probably the least interested in developing his powers, and was therefore the least powerful of the 3 (which was also demonstrated a couple times in the movie).Originally Posted by DurakkenFrom what we are told of this character we can only construct that his days are pretty much get bullied all day and sit in his room staring at the ceiling without thinking. You don't get the impression that he's smart or talented or doing well in school or anything that could give him that reality... all you get is him being screwed with and him looking at the ceiling doing nothing else more or less and everything we see other than that is a product of things that happens after the start of the movie.
He's a poorly developed character and doesn't work...
On the other hand Steve and Matt are far more developed and not just "well everything good happens to them" which is really kinda crappy because Steve is only really in there as a warning sign, which isn't utilized well at all either.
Matt, on the other hand, has a lot of deeper character. He's popular, he's nice, but he's not just popular and nice. He's also probably the smartest of the 3. He reads philosophy, has a girlfriend, has other friends, he's adventurous, and is thinking about the consequences of the actions that these powers might allow them to do.
Conversely, I can't agree with your assessment of Andrew. He did find a hobby, it was the camera, and recording everything. It was even talked about how he was probably using this hobby as a way to put a barrier between himself and others, which he didn't really argue with. Remember the camera isn't a non-entity here, it's actually in every scene and is the focus of Andrew's attention (and controlling it).
Because of that, he wasn't staring up at the celing blankly, he was focusing his ability to influence the camera... constantly practicing. He had a computer (he was at it at least once) and probably did play what few games he could get (remember poor family) but once he got his powers, focused almost all his time on that. We don't know what he did before he got the camera, because that's how it starts.
Quote:Originally Posted by New_Dark_ageI just dont agree at all. If my twin sister, best friend or any family member went on a deranged killing spree, I would never think or say " Geee he/she was a good person." Such irrational nonsense can only be arributed to parochial fools or weaklings. So the movie at the end was treating the audience like they were such.
And lets not forget to mention the heat of battle. In situtations where lives have to be saved notions of " but we're family" has no time to manifest itself. You get stuff done. You see someone trying to kill you or other people...YOU STOP THEM...You dont have time to ponder " ...but he's family...I dont want to hurt him. Any person who hesitates to get stuff done to save lives for their parochial nonsense is a chump.
Someone you love just goes nuts in a way you don't expect, and there's something wrong with you if you don't immediately put a bullet in their head instead of trying to talk them down or figure out what happened? Is that what you mean? Because that's the way you just came off to me as saying. -
I just got back from it myself. Not bad. It's a good, solid, story with believeable charcters. It's a good 'origin' story, however, I hope they don't make a sequel as a cash-grab. I really liked it, but I think the story's told with the one. More movies should take a clue from that though so it wouldn't surprise me if they did make another.
All in all, it's one I'll add to my collection when it comes out on DVD. -
Quote:Teleport technology is readily available to heroes. Even our 'MediPorter' trips to the hospital are teleport technology. Most bases have teleporters to most of (if not all) the zones in the game (and soon even better teleporters will be available for our bases). We also have PortalCorp that even 'teleports' us to different worlds. To get there at the speed we must have- to get there just moments after Statesman fell into the trap- was obviously some sort of teleportation device, as ClawsandEffect inferred.That never even occurred to me, actually. The character I ran this arc with is a 15 year old girl who lives with her parents, and whose powers include punching stuff and dodging stuff and a great fighting spirit. Instantaneous transportation never even crossed my mind.
The obvious problem is... the boat we go in. If there were a teleport, or portal, we used to get to the site, it would make more sense, and I honestly see that more as a psychological logic oversight on the Dev's part than a bad writing thing.
Q: What's the best way to get to the island in Cimerora?
A: It's an island; a boat, duh!
Realistically, if we took a little tugboat to wherever Cimerora was (presumably near Italy in Europe) the trip could take weeks, or more, but one short load screen and we're there. If we really took the boat, Wade would have been long gone, Statesman would have well begun the putrification process, and the only thing we'd have to fight there is a bad smell and the urge to vomit.
To me, the only failing in that, is the obvious mode of travel we would have actually used to get there in time, and since this tech doesn't exist in real life, I could see why whatever programmer that input the mission specifics missed this little hitch, and attached the mission door to what made the most sense to them at the time.
Again, I must be a truly forgiving sort to just overlook this and assume the best instead of tear it down for its obvious flaw in logic, and that may be the disconnect for me.
However, I look at the game as my leisure time activity and have enjoyed it for 7 years now nonstop. I try not to think hard about some of the flaws, and just enjoy it for what it is. I tend to over-analyze too many other things in my life (true story!) to allow this to get to me, I suppose.
Though now that I've made that connection it'll irritate the stuffin's outta' me every time I run it.
AND, now that I'm looking at the old unconnected story arcs... they were horribly written!! Very straightforward and didn't communicate at all like the contact themselves would. I'm working on Bonfire right now and Lorenzo DiCosta, the street hood has sentences like "I'm afraid a conflict like that could spill out onto the streets and endanger the lives of our citizens." Yeah... an urban tough guy ex-con would say that... Storytelling has come a long way since the humble beginnings of this game.
Making improvements to these re-writes will be almost too easy in some cases...
Quote:Originally Posted by Samuel_TowSee, when I threaten people that I'm a harsh critic of Architect arcs, this is what I mean. That's the sort of fairly minor detail that really sticks in my mind and makes me ask more and more questions the more I think about it. And it's also why I find it a good idea for a writer to second-guess his own work damn near all the time. I guess it can be explained if we take liberties with the explanation, but overall, it just bugs me. -
Quote:Unfortunately, that would feed into the 'Dev's hate villains' mindset, though it does make the most sense. Now if they added something villains could obtain (temp power, etc) that a hero couldn't because of the added risk, that's a different thing.I hadn't thought about this before, but now that the OP has put the thought in my head, I'd think the opposite would/should happen with the Patrons as opposed to the Freedom Phalanx. While Heroes would eclipse the Phalanx, and move on to taking on more "cosmic" style threats, I'd think the Patrons would become envious and antagonistic towards the Villains, and might seek to hinder or remove them as potential threats.
I don't think it will happen, but it would be a nice dichotomy to implement that would- IMO- be very much in keeping with the Good/Evil morality of Blue and Red sides.
However, I'm of the view that most villainside missions should be more difficult, but yeild greater rewards than heroside, thematically. More temp powers, badges, and accolades, but with greater odds/difficulty. Unfortunately, I don't mean more ambushes, more stop-and-go mission perameters, etc to achieve that effect. Not that they aren't valid obstacles, just that they're used too much in a game that formerly had Stalkers as a primary villain choice. I think they did have that in mind at conception, but not the best idea of how to pull that off. -
Nah, I hope they become more of a presense in terms of the game, and they're forced to help you, or choose to hinder you. Remember, by the end of the arc, 'you' are on even keel with the rest of them, as far as Arachnos, and Recluse, is concerned. I would like to see them 'assisting you' if you do Arachnos involved missions, or working against you, when not.
I've said it before and I'll say it now, I want to see Hero Patrons of the Freedom Phalanx. We have learned the most and empathized with Recluse's Lieutenants more than we have with Paragon's premire heroes for no other reason that we've been exposed to them more. Their stories are interesting, and we wind up betraying each in turn, but only for our own aggrandizement. I'd like to see hero arcs that represent a similiar take, however, we do it rising above the hero's particular personality flaw and gaining their respect, instead of betraying them and gaining a promotion to being their equal. For Positron, it's moral over logic, Manticore, it's compassion over cynicism, etc. They see the merit of your position and either willingly, or begrudgingly, acknowledge your value and point of view over their own in a particular instance (instead of betrayal heroside, you have a virtue that goes above theirs, at least for that one instance).
The ultimate point being, I have no problem rising above a particular NPC in the game, particularly a "mentor" style NPC, but it has to make sense in context along a 'broad stroke' view that doesn't alienate most players. Villains would see us as rivals (which so far, has worked) heroes would earn their trust and respect to the point they would defer to them (which, with a little bit of effort, can be done). In both cases, a 'work smart, not hard' approach to the development of those traits would go a long way. -
Quote:I'm cool with that. I've got a pretty thick skin, and I'm more interested in making the best story I can create (in this case, with what I have to work with- I'm attempting to change nothing important in these stories while trying to give them more depth and integrate these stories into getting familiar with the Freedom Phalanx).I'm on board, then. Shoot me a tell and I'll rip it a new one!
I smile, but ask anyone who's asked me to review their story arcs before publishing. I take notes. Lots and lot of notes. For every minor thing you can imagine, plus a fair few you probably didn't thing were even "things" to begin with. So... Really, up to you
Quote:Originally Posted by Samuel_TowManticore just comes off like a sauerkraut. Everyone bothers him, he doesn't care about anyone, he causes problem after problem... He has the "jerk" down and I suppose he IS useful, but he never gives me the impression he gives a toss for any of these people. Granted, the whole of the Phalanx is written as bickering children for some reason, but at least most of the bickering is people standing up for other people, and Manticore doesn't even have that. Even the one time he really SHOULD show compassion for someone, when his wife is in mortal danger, all he cares about is killing Malaise. Oh, he mentions her, yeah - as an excuse to get past Liberty. But when he actually does get in, what does he care about? How the Dirge helps his plan. And considering the Dirge is what helps put his wife in a coma... Yeah, he doesn't care.
What the hell possessed Sister Psyche to marry that distant, abusive, arrogant *******?
Also, I have the feeling he went in with a different goal in mind, as well as the PPD, but the Dirge obviously had an affect on them too. Otherwise, why would the PPD support his actions as well as attack you, who's supposed to be there? Sure, the Dirge fit into his plan... after he walked into the door and finally found the proper rationalization why he shouldn't care about anyone else and go after Malaise.
That was my take on it anyway. Again, not as well-presented as it could have been.
Quote:Originally Posted by Samuel_TowI don't know... Is the War Earth plotline "old" in regards to Going Rogue? As in, is it out of date now? Because I recall going to War Earth in the Tina and/or Maria storylines, and the place didn't stike me as being a very sentimental realm, in the sense that I didn't get the impression people valued compassion and friendship so much as military discipline, honour in battle and the might of a warrior. It just strikes me as the kind of place where you'd be laughed out of the guild if you make a very obviously wrong tactical call and get hurt for it.
Quote:I don't know. I'd have at least expected her to acknowledge that that's not a smart decision, but it's one she has to support just because it's the honourable thing to do. Even if she doesn't act better, she should at least KNOW better, and the way she acts is almost like he's chastising BABs for NOT going in guns blazing.
Quote:So, essentially, Mynx is stupid. Err... OK, I can go with that. It fits right in with "incompetent" I've only really seen her in the embarrassingly bad "girls night out" comic book where Miss Liberty takes Dominatrix and all the Vindicator girls out to a party in Pocket D and they get into a fight with Silver Mantis and a Master Illusionist. Luminary acts like a valley girl, Mynx is drawn like she's wearing droopy socks instead of shoes and the whole story is just balls. I think the only redeeming moment in that whole thing is one panel of Anti-Matter, who's drawn to look completely badass and a LOT more imposing than representation he has in the actual game
The thing is, I can't argue over poor structure and set-up, but I believe the writing is sound based on a lot of not-readily-available information and probably some information I'm unaware of as well.
Quote:Originally Posted by CendeOh, c'mon. Some days, four monkeys with typewriters supervised by a unicorn would be better than what we have.
But I'm ticked off, so I might be a little harsh in that assessment.
EDIT: OH! Sam, you mentioned earlier about not being able to read all the speech baloons above the characters because they disappeared before you could read them. If you right click on the tab you're on and choose EDIT, you can add 'NPC dialog' and 'Cutscene Captions' to your chat bar so you can backtrack the walls of text in the proper order and see what they're saying. I set that for all my characters. It's good for picking up clues I might have missed, and story I might not have noticed.
Hope I've helped! Lyc~ the literate werewolf -
Quote:Well I've buckled down and started my AE project, and am re-writing and updating all the old, ignored, poorly written story arcs that stand alone (Starting with Bonefire, Clockwork Captive, etc.) and, without changing the story itself, incorporating more lore and the opportunity to work with Paragon's Heroes. It'll take me a bit due to limited time, but I've already started on it and I think they'll be a lot of fun. I'll probably start a seperate thread when I start publishing for feedback and ideas.We NEED slower storytelling. That doesn't have to mean slower gameplay, mind you. You can still break the stories down into shorter arcs, you can still keep some missions short-ish, but you CANNOT skimp on a story's screen time. Rob a story of too much of its "little things" and you rob it of its heart. Then all you have left is the chapter index.
As for Manticore:
Quote:Originally Posted by Samuel_TowThat's really what bothers me about him. Everything I've seen of the man, both in-game and in the comics, leads me to believe that the Freedom Phalanx have keep a villain in their ranks who they just happen to have some loose control over. Forget Malaise, the Statesman should have been yelling at whoever thought it was a good idea to put Manticore on the team in the first place.
When Wolverine was brought into the Avengers, he asked Tony and Steve "Why me? I'm not really the kind you normally look for" and they agreed, but they admitted to him that sometimes they need someone who can do what other Avengers won't, see things differently to catch what they'd miss, and sometimes do what others can't.
He's not above doing something a little scummy to do the right thing, and sometimes that needs to be done. He's the one with paid criminal informants, probably some black market ties, and while maybe not a not a Vigilante, he's probably done a his fair share of vigilante tips in his time, so to speak.
Quote:Originally Posted by Samuel_TowFor all the disagreements Claws and I have on the subject, I feel we both agree that Manticore is the one unambiguous worst offender. I can kind of forgive everyone else for the mistakes they make and the way they act, but Manticore just ups the jerkass factor so high my tolerance for it disappears altogether.
Oh, and as for Valkirie and Mynx backing Ms. Liberty! (almost forgot)
Valkyrie has that whole 'warrior spirit' thing going on. She's an archeologist when out of costume, but she literally has a different personality as Valkyrie. She's be all about the 'in your face' revenge, and while she might admit that BaB was making tactical sense, her War Earth mentality would have stood by her friend and help her get the vengance she was seeking. Maybe stupid, but her heart's in the right place.
Mynx is a relatively young woman who got halfway turned into... a cat. Having never really had any experience with her, I can't say for sure, but if she's anything like the Praetorian Bobcat, she's not really bright. The Freedom Phalanx helped Mynx overcome her animal instincts so she's probably less crazy than Bobcat, but still... probably not that bright. I just get the feeling she'd care less about tactics and more about helping her friend.
Those are my opinions, for what they're worth... -
I've been playing on Exalted a bit lately 'cause my SG wants to have some 50's over there, but my home is Champion. I'm not super-active in the 'community' on Champ per-se, but I can vouch that there are a LOT of great folks in it.
The global channels are the way to go. Champion BMT, Champions United, and the Darkguard Network are all good resources with lots of players on them (there are a few other good ones, but those are off the top of my head, so forgive me if they didn't get named).
The thing I like about Champion is that it has enough folks to find teams, but small enough that you get to know names on it. I usually run with my SG and/or I lurk a lot, but I know and have run with a lot of people that are regulars on the global channels, and there are a lot of good folks.
I've heard some say the way folks play on Champion make SG's supurflous for a lot of the players, so it sounds like something you might be interested in for your wayward characters. -
I voted for C on the cotume because of the rings (though I hope they add B's glowy parts to it)
However I went with A on the Rocket Pack, because we currently have no jetpack back options, and I think it would be the most versatile. If we had more jetpack options, I would have gone with B as well. -
C, with B's glowy parts (or at least the option)
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Quote:How about a merge of an old idea of mine.Revisiting the idea, I think 'comic clues' that you can look at and read in [insert whatever window...just something wider than the clue scrolldown window] would be a good deal more engaging than regular clues, wouldn't be too hard to create and could be used in instances in the game to delve deeper into events or characters without needing to make a mission. Of course, the devs could just toss out more clues...but adding a few screenie-pics would retain more attention. If not that, out of game stories/comics posted along side the mission arcs would help cut down on needed dialog and/or explain better why certain events are occurring.
One thing I really would like to see is have the load screens be more than just a screenshot with some help text. One sugestion I had long ago was to have, like a 4-color comic pannel with a relevant image in it. Say you're going into a Freakshow mission. Have a comic pannel of Freakshow threatening someone, and in a yellow text box in the top left corner have the word "Meanwhile...". The idea was to just bring a more 'comic book' flair to the game.
Taking your idea, and mine, and putting them together; what if we had a series of pannels dealing with the Freedom Phalanx, Vanguard, Hero Corps, etc, and their stories (Villains would obviously have villain oriented pannels) giving snapshots of their history with a brief dialog box detailing the image/images presented. The tech exists for adding that with the new starter mission comic and the opening pannels to the SSA stuff. Now that might be pretty cool.
Quote:Originally Posted by Samuel_TowHere's my problem with killing the Statesman as some kind of shocking swerve - we have no reason to care about him. He's barely in the game that has his face plastered all over it like smilies stickers. Having his character killed is less like killing a person and more like knocking down a statue, because he as the personality and character of one. For all I know, anyway. Because the only way the game has treated the Statesman for YEARS is as an icon, an ideal, a "thing." That's all we know of him. Giving him and his brethren more humanity didn't have to mean killing or maiming them. It could have been as simple as exploring their characters. Because to be human doesn't just mean to have flaws. To be human means to have a personality, and I don't know what any of theirs are.
In simple terms, we should have been exposed to the Phalanx so we could learn their quirks and grow accustomed to both their strengths and their weaknesses. We need to KNOW these people before we can care whether they live or die. And it may seem like an ******* thing to say that we don't care about the fates of strangers, but the simple fact is that the easiest way to make us care is to get us to know these guys.
I've read everything about them, the novels, the comics, the game... maybe I should put a little more work into it and put that to good use... I'll have to think about that...
Again, really good thread, Sam. -
Quote:I whole-heartedly agree... I'd really like them to slow down the pace myself in exchange for more building around the story. I'd have liked to have seen a new 20-25 arc (or handful of them) involving stories with the Freedom Phalanx. Nothing flashy or fancy. No new maps. Maybe even retool stories already in game; like involve Sister Psyche looking to stop the Tsoo drug Rage that's hitting the streets. Have Positron help you learn more about the technology (or lack thereof) in the Clockwork, and accompany you to Phil's Garage. Add a special boss at the end to make it more dramatic. Same stories with a little tweak, and a bit more dialogue from the heroes at various points in missions. Take them up the levels. Have Synapse help you out and be your pal who has your back when you're labled a criminal by Crey's propoganda. Let him be there when you take down Countess Crey (he has a score to settle big-time). Plus, put Countess Crey in an office building. I don't care that the story takes her to a cave, I want to fight her in an office full of security.There is a continuing and abiding sense of anxiousness I sense from the creative team, especially since Freedom launched. Content must be here now. It must satisfy the player now. They must have it now.
I think when that mentality is in play, that you feel you need to produce all the time in order to compete, the quality suffers. There was even a tacit admission from Zwillinger and Positron last week that if they didn't feel they could keep the pace, the market may only have new items once every two weeks.
And to me, that is reasonable. It is a crushing, relentless pace to have things now every week. And Paragon Studios to me cultivated a reputation for quality over time, not quantity under time.
If the studio themselves do not realize this, it will come back to bite them heavily. I think with the 'vision' of needing Trials to a supposed 'endgame' position, that is already happening, because it's creating an unnecessary division in the playerbase which is already forcing content splits. Stepping back I think, on all fronts, and looking honestly at what's going on would help a lot here.
Once you get a handful of these scattered around the level ranges, then introduce the "Who Will Die" SSA's. Of couse, like I said there... too little too late for that.
Howerver, I'm the patient sort. I'm happy to wait for quality content, and have never been in a rush to see the next issue, even if I'm exited about something in it. There are also those who look at all the new 1-20 content they just made for Freedom, and say "Yeah that's neat, but we want something NEW!"
/em headdesk
That's the balancing act. Not one I envy.
Oh, I do like the ideas about pumping up and promoting more clues and souvineers. Any time you get a clue in a story arc, it should light up like when your enhancements are full, or when you get an e-mail (where it blinks!) And how about having the Library in the Universities have 'history books' on the shelves that give information as well. If a player wants to stand in there for an hour or two just reading. How about a newsrack that has "current events" based on your level range? Heck, even cooler, how about the newsies in front of the trains telling you 'headlines' of stuff based on the zone you're in?
Again, I love exploration and immersion though. I have spent hours just wandering zones before to see the sights. I know I'm the exception though. They may not deem it worth the 'bang for the buck' in resources and time to invest in such things.
Still would love to see it though, and it wouldn't even have to be new tech, just menus with text boxes... -
Quote:I think the idea of Statesman embodying Zeus and Recluse being Tartarus is mentioned in one of the load screen help chats... but yeah, that's probably it. It might be mentioned in one of the Oroborous stories, but I can't readily say for sure. and I actually care. I can't imagine what folks who don't, think.I've noticed an emerging tendency for the writing to refer to matters not previously discussed in-game. If we're to believe that there's a story being told here through the actions of the player/character, then at some point every one of them, new or old, needs to have been given the opportunity to access the parts of the story beforehand that will serve as the foundation for later parts of the story, if those parts become pertinent. Information from the novels or even from the boards...not everyone's going to know about that stuff, and I don't think it's a good idea to leave too many people in the dark.
As a specific example, Prometheus casually mentions that, surely, by now I must know that Statesman is an Incarnate of Zeus, and Recluse is an Incarnate of Tartarus.
Well yeah. I knew that. I read it in the second novel. But I don't think my characters ever actually heard that anywhere in-game before.
Similarly, the business about the Well showed up a little quickly. For such a pertinent plot device, and to tie it so closely to our characters, I don't think it got as much allusion and reference leading up to the endgame as it should have been given. The player was never made to ask 'what does make super powers possible?' except possibly during the Origins of Power stuff (which I've already stated could have been worked on a bit more carefully.) Again, I had some idea what woke super powers back up in the world, because I read the first novel. But my characters didn't.
Only in-game has The Well been referenced to being, in any way, conscious. I don't think at its inception (recalling everything I remember Jack teasing at, and anyone else before or after that mentioning) implied that The Well was sentient. If I had to guess, it was a 'later' development that they're now using Prometheus to explain. However, Prometheus being a Titan that was overthrown by 'the gods' like Zeus and Tartarus, they at least did their homework about Greek myth to try and change it, which might make it palatable depending on how it plays out.
All that aside, your point still stands. Outside of a possible load screen tip and something that might be mentioned in an Oroborous arc, how are we to understand Stateman and Recluse's ties to ancient myth? That's the connection I was mentioning and defending earlier, but have since decided is the core issue. If someone who is loyal to the game and has done everything they can in it still feels clueless without needing to turn to a dubiously available external source they may or may not even be aware of, then there's a grave error being made. -
Quote:Oh, and if there's a full connect to mission designers to mission writers and map makers, I'll agree. I remember when Back Alley Brawler, the Dev, used to say things like "If you figure out a way I can fix the math behind a power with my animations, I'm all ears" (this is a paraphrase, his original response was far wittier). Different departments have different designers, managers, and goals. That sometimes, unfortunately, affects the goals and designs of other departments. Ol' Doc Aeon may not have had a choice about how many missions/chapters he could fit the story in, and is doing the best he can. Maybe it's in response to how many custom maps the 'map design' dpt. can make, maybe it's something different altogether. For all I know, someone decided that "player's brains can only handle 3 missions of story... go!" and that's the metric. If it's about maps, do some more with non-specific maps and include it in the overall lore, and not just the SSA's. if it's about player's brains... they need to be sacked.At some point, the mission designers need to stop think about what they're doing. Is it really worth it to have a custom map, custom enemies, custom cutscenes, custom scripting and custom dialogue in EVERY SINGLE MISSION? Is it worth it, really, if that means we don't get more than three missions per few months? Once upon a time Paragon Studios explained that they can't make every mission custom. It was simply not feasible if they wanted to provide a meaningful level of extra content. That's why they used pre-fabricated semi-random tilesets. That's why they had so many missions be essentially "Defeat such-and-such and his guards." And I bought it. I understood what it took to give us a decent amount of content, and I was OK with it.
I'm at least inclined to assume the former. -
Oh, also, if what I said was a good estimation; Statesman wasn't killed in SSA-5. He was weakened and kidnapped by Emperor Cole.
And that is the end of my show. Donk. -
The thing is, to actually fix the problem would reqire a total overhaul of all the missions and stories over the levels (or at least add a whole slew of new ones) to incorporate the system that would make it workable.
The relationships that would be built up over levels based on the 'guest appearance' of this NPC or that (which to be fair, they're starting to try and implement) would give the players more information, and background, on the characters they're working with- so that when they do story arcs like these, the rapid changes make more sense based on where they are in the framework of the timeline (assuming levels=time) giving more clues, and queues, on what to expect for characters.
I'm going to pull some things out of the air and let's say SSA episode 4 happens to occur shortly after the assumed 'timeline' of Issue-6 (Along Came A Spider) when it's revealed in the comics that Recluse has weakened the heroes of Paragon using their own War Walls against them. These new Story Arcs in the 25-30 range (since SSA-4 is at level 30-35, and we'll use that as the first benchmarker to base all previous and future 'history' off of) introduce the Rogue Isles and Recluse to the heroes, letting them know that something is going on and Statesman's old foe has big plans for Paragon.
In game terms, ED and I-6 made big changes to characters, reducing a lot of how damage, resistance and defense... well anything really... worked. They were making a comic series at the time and tried to explain it as a bold move by Recluse to use the War-Walls themsevels to magically weaken the Heroes of Paragon... in the comics. During that time, a weakend Sister Psyche could barely hold on to that little bit of Shalice Tillman inside her struggling to get out. In fact, the comic opened with her just holding on to her sanity. What if, through normal story arcs in the 25-30 range, it's revealed that Sister Psyche is having problems... maybe even give an arc attempting to help her (even one doing so- this would also give precidence to her trusting 'you' in that mental asylum Malaise put her in during the story).
Then in the 30-35 range, the SSA has her assaulted by Malaise. She's recently (assuming a few months to a year later time-wise) has only just managed to bottle up that part of Shalice in her brain that she feels like she can safely choose to tie her life to another (marry Manticore), then all this happens. (Coincidentally, that'd explain why the Sister Psyche TF ends at 25-since she's dealing with her 'inner Shalice problems, and the Manticore TF is 30-35 since he just got married, and needs help covering things he'd rather do himself, but is learning to open up)
That makes the events make more sense, right? I really think somewhere that's the kinds of events the Dev's see tying together. The problem is, there's no single source to tie it all together in the way the Dev's see it. There's the game, the comics, the novels... and then there's the big story bible that only the Dev's themselves have access to. Most players who are familiar with only the game have no clue.
The Oroborus arc that covers it is too... sideways to tie it together. They need to make it part of Canon so that it would make sense compared to everything else, and add the player to it, tying them into the story so they actually care what happens to these people. The Oroborous arc is just basically "Don't let them screw it up and make sure it happens the ways it's supposed to" so we can experience the comic... That's not the same thing.
EDIT: Basically, it needs to be done over the course of a character's carreer. At least one line of story arcs around the Phalanx from 1-50 (starting with the Shining Stars and ending with a Hero Patron arc). Exposition only goes so far, but when done over the course of a character's timeline it's a different story. For those that choose to powerlevel past it, it wouldn't mean anything to them anyway. For those that want the story... it means a LOT more.
Also, if I just helped the Dev's answer questions they hadn't thought about, I want the Bug Hunter badge. Better yet, I want it if I got it right. Either way you win, and I get a spiffy badge -
Quote:I feel this way too, more than anything else. There's a lot of complex emotions and plots being laid out in 3 mission installments doled out in 7 chapters, that is supposed to take place over the course of a character's carreer (since for all intents and purposes levels=time in the game). I think we are supposed to have formed attachments, or at least assume we have over this span of time, but for players playing them one after the other and scrutinizing the whole as a single linear arc, I can see how folks would see it as less than the sum of its parts.My biggest critique of the story is that it's too rushed. That may sound like a "You've got to be kidding me" thing to say about a story that's progressing at one chapter a month, but the frequency of publication is not really the problem.
It's that the story is all payoff and no buildup.
The biggest culprit is Statesman's final thoughts. Maybe they WOULD be sweet and tender and tear-jerking, except that we never actually have any build-up where we get to know Statesman well enough to appreciate that he feels responsible for the entire world as if only he can save it. We never see that he goes off alone to find and face Wade because of his fear that whatever enemy would purposely bait him like that is one that might put the entire Phalanx at risk. We don't see any of the planning and manipulation with a mysterious hand behind events that leaves us wondering what is about to happen and who is behind it. (Maybe more accurate to say that we don't get enough of it.) We don't see Alexis Cole-Duncan meeting with the Phalanx and/or the FBSA and acknowledging the danger but choosing to walk into it anyway because the potential reward is worth the risk.
Basically, all of that "stuff" that people keep inventing to explain why the story has progressed this way when people complain about the holes. We get all of the payoff, the climaxes of the story with none of the buildup of suspense that normally precedes any of them.
That's the biggest problem I have with people who say "Oh, just shut up and suspend your disbelief already!" We're not talking about suspension of belief, we're talking about story-telling.
In an ideal world, this story would have weekly episodes and episode 1 of "Who will die?" would have been the climax of the whole first arc. Statesman's death would be the climax of arc 2. The rise of Godlike Wade would be arc 3. Throughout all of it, we would be seeing the whole story and getting the buildup of suspense that would fill the holes, show us the motivations, give us a reason to "suspend disbelief", show us some kind of growth or at least expansion of the characters involved.
As it stands, we have to imagine all of the substance of the story, ourselves. When we are left with that, we're left with 10,000 different versions of the story and a lot of hand-waving.
The Phalanx appears incompetent because there isn't any story to justify why any of the events are happening. We just get a lot of Kodak moments. "We'll have a battle of law vs chaos by having you fight Manticore!" "We'll have you fight inside of Sister Psyche's mind! Cool!" "We'll have you 'investigate' Wade's lair!" "We'll have you see Statesman's last thoughts!"
It's just one event after another instead of a cohesive narrative, IMO.
Maybe that's the most they had time for. If so, I hope that they take that lesson away from this experience and spend the time and resources to really make the next SSA be something completely fleshed out and worth experiencing as a story.
I agree with you. It needed more time and inventment into forming the relationships with the player nescesary to give the proper... gravitas... to the story they wanted it to have. -
Wouldn't surprise me if things don't get shaken up on the Rogue Isles. They lost ground in Mercy, and with Statesman gone, I'm willing to bet The Well is going to lose interest in Recluse... which would be... interesting.
-
Quote:You know what? This statement alone hits the problem square on the head.That's part of the problem, Tenzhi. I never cared about the Freedom Phalanx as people before, because we were never given a chance to know them as people. And no, I didn't read the books or the comics. I'm going off of what's in-game.
In my previous post I said that there's a lot of reference to the novels, and there were probably things that are going on in the Dev's (and Aeon, the storyteller in this case I believe) minds that aren't readily apparent to us players in the SSA's. They're only 3 missions long each, and they're trying to tell a complex story in a VERY short ammount of time.
A lot of the story here is based off the two novels that were made about the game. There's elements of character I had drawn conclusions from because I knew them from before. Thinking back, I do recall explaining stuff to my SG as I ran it with them (I read the mission text and stuff 'cause my wife and a couple others in the SG like when I 'do the voices' for TF's and stuff so they can all hear the story). By virtue of that, I'm probably more inclined to try and understand and/or forgive why the characters took the actions/choices they did.
However, this is another grave error in this mission arc, and a big oversight in the game itself. Any other writing errors for this aside, folks shouldn't have to do "homework" to get that depth from a story being told. In that respect (and I'd have to play it over again with that in mind, ignoring all the lore I know, to be sure) the SSA's fail because, on their own merit they don't give you time or do things to make you care about the characters. It works better (I think) if you go in giving a damn and understand them a bit to begin with.
There's lore and stories out there for folks to get aquanted with them, but not really in-game, and since that's where the players are, it REALLY needs to be built into the game itself, not in a couple of old novels that you won't find in most bookstores nowadays, assuming you know they even exist to look for them.
They've started incorporating them in game as more than standees to dispence Task Forces, like with Manticore and the shining stars, but that's just a tiny start, and far too little, far too late for this set of SSA's.
**the next paragraph contains tip mission spoilers- if you don't want to read them go to the closing paragraph- Thank you!**
Though as an aside, I hope if they do incorporate them more into the game, they write them well... Most of the side hero and rogues gallery folks (like Flambeaux, Doc Quantum, Ms. Thistle, etc) should all probably be locked away and have the key thrown away if you follow their exploits in the tip missions as you level. They all undergo radically alignment shifts or just do really dumb things. I understand they're also kind of representative of the Hero/Vigilante/Rogue/Villain system, but still... they're really messed up based on their stories as you level through the tip system. There really does need to be more stable characters throughout the game as we level, hero and villain alike. To this day, I still can't buy FrostFire becoming a hero (like in the "Ms. Thistle's Plea" top level Hero Alignment Mission) or worse, that he's going to became a prominent player, and even premire savior in the future of the game (like in the "My Other Selves" top level Villain Morality mission).
**end spoilers**
For all my personal beefs with Arachnos, they're villains I can see as villains worthy of the name. We need heroes that can do the same. That's one of the main reasons I've wanted to see Hero Patron arcs. We learn so much about the villains in theirs, and so there's more connection to them from players... in more than just powers the players can choose from. -
Quote:Which is sad, because I'd like to see it hit the market.Don't hold your breathe on Power Slide. Posi has said that certain people at NCSoft would have to stop working for the company before we'll ever see Power Slide get re-released.
So if it ever does show up again that means "someone" got fired or quit their job.
Don't get me wrong. I have it on my main and, now premium, account (which I let slip when they allowed for additional slots on servers, so it's seeing use that it wouldn't have before Freedom). My wife and son have it (because I bought them an old copy of the DVD edition on discount forever ago) so I have no real stake in it either way.
I just hate the idea of something really cool in game that someone could have to complete just that 'one' concept they have is totally denied them for just not being in the right place at the right time. Maybe I'm sensitve to that from stuff outside the game, but it doesn't make any sense to deny someone something for the sake of 'exclusivity'. I've had it all this time prior, and if someone wants to pay for it now, who am I to argue? More importantly, how does that keep me from enjoying having it now?
Put it all up for sale, I say. It already exists and if it makes Paragon more money by putting out there for those who want to pay it- goodie for them I say! -
Quote:Unfortunately, it gets put into the same category as Jedi Powers in the old Star Wars books (haven't read the new ones so I don't know) and other super powers in various comics over time. Basically, they're as powerful (or powerless) as the writers want them to be at any given time to get their story to work.As for psychic abilities always going to be hard to explain and set out utilizing in this type of setting imo. It can work in a setting such as comics or pen and paper RPGs, but CoH is just so varied, it just makes it difficult, at least I think so, to clearly define it and utilize it.
Like I said before. I think the 'in' with Sister Psyche was the mote of Shalice that got left within her. Running the villain arc, I was given the impression she's well aquanted with Malaise and was ready and waiting for this turn of events. This could have been going on for some time, without Sister Psyche's knowledge (especially since it was a part of her subconscious she was trying to ignore).
I get what folks are seeing as flaws, but I also think there's some part of the picture that's being missed by not knowing all the material (that we have access to, and which we don't) that led to these events.
As a gamemaster of many years experience, I've had to realize on more than one occasion that what I'm doing doesn't always make sense to the players, since I know the full story and logic behind it. This can frustrate players and have them question the story (I usually make it a point to have a Q&A answering all questions at the end of a story just to be sure everyone knows what was going on in my head when I did X thing at X point). I obviously can't say that this is happening here, since I don't know everything about it. Could it be incompetence on the part of the writers? The Freedom Phalanx? Maybe.
However, I can confirm that sometimes the storytellers lose track of what they players know, and don't know, since they themselves know the whole story, and create based on that premise. I can imagine this is even more difficult for MMO's where literally you have to attempt to anticipate the motives of thousands of players. (This is one reason I have yet to have published my multi-arc AE story from 1-50 dealing with the concept of 'your' villain character taking over the world). That's why I thought it was important to point out the two novels that the SSA references; The Web of Arachnos and The Freedom Phalanx. A lot of the information (and even some of the dialogue) references these stories, so I can't say one can make a full critique of the work without being familar with these, and how it defines/affects the Freedom Phalanx, and Statesman in particular.
So sure, I may be trying to be optimistic about the story and some of the thinner plot elements that we may perceive, but I also can say, even with as much as we saw, we have not seen the full story. Hell, it's not even done yet.
That's my 2 cents anyway.
EDIT: Also, I have to agree, this is a great thread, Sam -
Quote:You said it beautifully. Everything I've read about Statesman is his detachment, but the thing is, the way he was written in the books, and in the comics, and in-game, still waters run deep. Marcus Cole was a very emotional person, who put that aside to be the hero everyone, at first, wanted him to be, then later expected him to be.I'm not saying this excuses what Statesman did... But what he did is still understandable.
I was really honestly surprised at the end of SSA 5 that he decided he was going to bring Wade to justice. I totally expected him to go in with the intent to murder him, casting his hero image aside, and leaving the Earth. That's partially what I expected the 'death of Statesman' to mean (the other was that Wade was going to trick him and kill him like he did).
The fact that he intended to bring Wade to justice, even thenk did raise my estimation of him as a person. That was a conscious decision that, for him as I understand him, was probably the hardest choice to make.
Quote:Originally Posted by ryu_planeswalkerI hate you for making me quote this since I hate Will Ferrel with a passion, but he said its best... -
Now how all that applies to Wade's plot is as follows.
The only 'suspension of disbelief' I really had to get past in the SSA's was the whole ordeal with Blitz and sending Alexis as a diplomat. The events once she's there makes sense, but the whole setup was a little strained. Other than that though.
Alexis' death, and his estranged relationship with his granddaughter put Statesman right back into that mindset he'd had, one he hadn't really shaken except for his sense of responsibility.
Manticore, who's a... focused individual, finds out about Malaise. I'm sure he and Sister Psyche had an argument about this before she even went to interrogate him. Having the argument with Ms. Liberty didn't help. He was too focused on his quarry to really think of anyone's feelings. In the cowl, he's not a warm person anyway. He was really just a distraction though.
Malaise can't control people directly but can subtly affect them. I'm sure he'd been in touch with the 'inner Shalice' at some point prior. In the comics she started out having trouble holding her in check, so time-wise, it hasn't been that long (however long after the Rikti War in 2004 it took to get back into her own body, and though the comic book explaination of I-5 and ED being a plot of Arachnos really weakened her control over the 'inner Shalice' even more).
Playing the villain arc, it's pretty clear the 'inner Shalice was anticipating this, and may have even subtly prompted Sister Psyche in that moment of annoyance and weakness to do exactly what they wanted. Rookie mistake, yes, but we need to keep in mind all the factors at play. She's powerful, but she's like a tower of glass, and like I said, I'm betting Malaise had already commmunicated the plan to inner-Shalice before or during the mission. Remember he considered himself an artist setting the stage. How subtle was he in doing it? How long had he been setting this up? With the external and internal prompting, how hard could it have been to shatter that tower?
At no point was it clear that there was an overwhelming menace. Having nothing to focus on they pretty much acted individually, or stayed out of the plot alltogether. Wade anticipated this, and took full advantage of it. That's why subtlety was so important. Our villains were just another patsy to spread the idea of a plot even thinner and to distract from what he was really doing in the background.
Wade had no doubt that once Statesman found out who was responsible for Alexis' death, he wouldn't bother with gathering the rest of the Plalanx. In fact, he figured Statesman would come to kill him, breaking his role as hero with the goal of leaving the world afterward. He even said as much. However, regardless of Statesman's goals in the encounter, he had no doubt Statesman would come alone. What reason would he have had to bring anyone else?
As players, we see a bigger picture, and can run the arc over for things we may have missed, but the rest of the heroes can't. For those of us that have played both hero and villain arcs, we see more of the plot (including the cutscenes at the end) the Freedom Phalanx has no clue about. It wasn't until the last live SSA that the Phalanx actually started getting organized about it, because there was nothing they were aware of that they needed to organize against per-se. -
While I agree that it could have been presented better, there are some things that I think are getting missed from lack of information. Wade did research on each of them, and apparently read the same books I did
He played up to each of their weaknesses, and used his resources (Malaise, and our villains) well.
The role of 'hero' never fit Marcus Cole very well. Before being empowered, he was a big-time thief and mercenary with a very flexible morality. If it wasn't for Monica Richter, who later became his wife, needing help against Nemesis (yes, it all started from a Nemesis plot- read up on Brass Monday) he would probably have just used his powers to benefit himself. In fact, he considered that, but his love of Monica was his driving force. He chose to be a hero for her, and the city, out of a sense of responsibility, not out of the goodness of his heart. His resolve was hardened by learning what his former best friend was up to, and what he had become (Lord Recluse). The book also introduces the original members of the Plalanx and gets into their story a bit.
That's all from the "Web of Arachnos" book. Macus is brash, a bit self-centered, and doesn't come from the most noble of backgrounds.
Fast forward to a few decades later, the novel "The Freedom Phalanx" starts us off in a now dilapidated and crime-ridden Paragon City. The origial Phalanx had long been disbanded and a hopeful young scientist (Positron) and his friend and roomate (Synapse) decide to set out to try and bring the city back to its former glory. Well, more Positron. Synapse didn't really want to get involved, but wasn't going to let his friend go out there alone.
Monica is on her deathbed, and Marcus Cole no longer guards Paragon, focused more on world-shaping crimes and criminals (even making a reference to going to other planets). He wasn't really concerned about the fate of Paragon itself. In fact, He was pretty much ready to fly off into the sunset the moment she passed, leaving the world and his now grown up daughter and young granddaughter to go on without him (the "grandpa can you fly to heaven" was a reference from a conversation he had with his granddaughter in this book). He was tired of always having to be the hero.
We get introduced to the other heroes, Manticore, the mysterious, driven, Batman type character who really wants nothing to do with anyone else and has his own agendas. Sister Psyche, amazing and aloof (you find out she's 'aloof' because of all the 'noise' people make in her mind and has to work hard to shut it out sometimes).
Anyway, Positron and Synapse discover a plot going on that would drive the city into chaos, and they need help. The villains of the story weaken Sister Psyche before he can even talk to her (they damage her ability to block out the voices so she ends up in her apartment in the fetal position just trying to shut the city out). Manticore is on the trail of his villain, Protean (who is also part of the conspiracy, but he doesn't know it) and doesn't care about anything else (to be fair, he'd been hunting Protean for years now, and he'd just resurfaced, so he didn't want to lose the opportunity before he disappeard again).
Positron decides to talk to Statesman, in the hospital. He appeals to Marcus' strong sense of responsibility and in the end convinces him to re-form the Phalanx. After that I don't want to give away the plot. Stuff happens, Sister Psyche works her stuff out, they come together and wind up stopping the plot (obviously). The lesson here, however, is how disparate they really are at the core. They're all powerful and capable of fantastic stuff as a team, but there really has to be something tying them together to work against (instead of each other, really). This is also illuminated in the comics as well. Without something to focus on as a force, they don't really work together well, and often work alone in the day to day (except Positron and Synapse).
That said, I'm going to point out how this ties in, in another post, just to help prevent the 'wall of text' reaction. -
Well I think other people have covered it. It's not like the two big comic book representatives of our niche are doing a better job, currently.
But I'm the stupid pancake that keeps buying them hoping they get better, so who am I to judge?
Still love my Co* though!
Even with the plothole issues. I can't argue with that, Sam, but I think that's ultimately the point. The new goal is to make "US" the new big heroes that can see solutions they can't, to be the savioirs they haven't been able to... etc, etc. Same for villainside. I wouldn't be at all surprised that the loss of Statesman diminishes Recluse's power, and is the springboard for the next SSA, or the villain finish of the current one. Either way.
I'm not saying that we become the leaders of the Freedom Phalanx or Arachnos, but that their power and influence wanes, needing us to do what they can't. This has already been hinted at with the balance of power obviously being changed in the new villain starting content.
Villainside, you used to be told how 'grateful' you should be to serve Arachnos and Recluse's 'Project Destiny'. Now it's more 'It's us against them, we'll let you do what you want, they'll put you back in jail... what sounds better?' Linerally you find out about "Project Destiny" later, but that's not the focus.
It's more about putting the power into the hands of the player(s). That's how I'm reading it anyway. Because of that, I'm willing to see where they're taking it.
Basically, I don't think they're incompetent because of bad writing, I think they're incompetent by design.
I could be wrong though, but my storyteller's gut says otherwise.