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Quote:Nope. In fact, you could easily let players have their cake and eat it if you said the REAL world was destroyed by you, but there's an alternate dimension where you decided to let everything be, and that's the one you can keep playing in. You could still go visit the apocalyptic real world any time you wanted though.Is there anyone who would object to the option being added to the game, were it possible, to set an apocalyptic villanous goal at some point and pursue that goal via dedicated Contacts, Salvage, and Recipes to the point of creating a semi-generic apocalyptic alternate future?
If so, why? -
Quote:Hrm. Valid point. I'm not exactly sure that sort of redefinition has happened with CoH yet except with a very small percentage of the playerbase, but I will agree that viewing the story as an integral part is a perfectly valid way to play the game.Your definition is not necessarily shared by those posting in response nor some of us mostly lurking and reading through this thread.
For me, the bit in orange is a particular sticking point. Not all games are played to win. A game can be a system of rules that provides a structure within which one or more players can couch play. Play need not always have an end game.
The structure and means provided by an MMO such as CoH for many can serve this purpose quite well. Thus by usage transforming into an MMORPG. And then, by most of your definition, suddenly story becomes of great import to those players. So though your perspective is interesting, it is not the one true way to approach CoH or any other MMO. When it comes to any sort of interactive design, you need to be ready for your audience to do the unexpected with what you present. You need to be flexible. And you need to remain open to a redefinition of your work by the public.
Or haven't they gotten to that yet in your curriculum?
Okay, shutting up now, I jacked this thread to hell and back. -
Quote:I'm done arguing writing, continuity, or characterization with Venture.
He showed his hand. If he thinks a horribly written story arc that just slams two villain groups together and apparently explains everything away with movie quotes he mangles and references to in-game memes is a better story than Dr. Graves, I can't help him.
I just know Paragon Studios won't be beating down his door to offer him a mission writer contract anytime soon. There are farm missions that have better storylines than what he considers "Better than Dr. Graves." During his missions, MARTy should trip off and request you play a better AE arc that actually has some semblance of coherent plot.
Every time Venture screams "IT WAS EXPLAINED IN THE ARC," an angel must get its wings. Because I took my time through it and made sure to read every bit of contact dialogue and NPC dialogue and none of what he claims is explained is. Unless he thinks handwaving and cliched storywriting explains it on its own without him stating it.Quote:Simply put, none of the other people who have commented on the arc had any of the complaints you've had. That's including people who didn't like it. Of course, none of them made multiple errors of fact in their comments, either.
Now, you did say you would lay bare all of my faults. I have four more playable arcs for you. I'm perfectly prepared to watch you humiliate yourself over those, too.
Taser, I admire your guts for calling out Venture when so many other people seem to be afraid too for some reason, but going "LET'S SEE YOU DO BETTER" is in no way a rational response to the original argument. Now you're just attacking him to try and make him look bad, not trying to refute his original points.
Venture, you're just as bad because you fell for it. Did you honestly think Taser was going to end up liking your arc? No. He's just trying to knock you down a few pegs. Yet for some reason you played right into his hand and now you're in the middle of a shouting match that's going nowhere. As they say elsewhere: "Don't feed the trolls", and you seem incapable of following that rule.
God, you're all like a bunch of 12 year olds who think they're smart because they can quote things and write walls of text! Get down off your high horses, and grow the hell up. Nobody likes your holier than thou attitude.
That goes for you too Eva. And Sam on bad days. Golden Girl...uh...you have a completely different problem. -
Quote:Because story is useful for giving context to the player's actions. And unless the game relies on a very simple set of mechanics, a story is helpful to show the player what needs to be done. Games are almost always build around mechanics, and stories are added in later to justify the existence of those mechanics.Some people play CoH this way too. That's why we have mobs everywhere waiting to be killed and why killing them gives you XP.
Yes, and if the CoH story wasn't important than why bother having arcs? Why not just string together a bunch of paper missions? They'll get you to 50 just as well as running arcs will.
Incidentally, I have never played a tabletop RPG where we never got into a fight. Even though combat wasn't the focus, it did happen. Video games are more limited though, in that you can't reward a player for "good roleplaying." You must progress through killing things. But that doesn't mean that killing the things shouldn't serve a narrative.
To use a recent (unnamed) game as an example: Why give the players a gun with a chainsaw attached? The answer the game gives the players is: Because you need that chainsaw gun to kill the dino-men living underground. But the actual answer is "because it's cool". Story is merely used to provide context, the game is not built around it.
Now in City of Heroes, a player can use the narrative to provide justification for why they're running through warehouses beating up robots made of junk. But one of the reasons that City of Heroes works so well, is that that justification is unnecessary. A player can justify their actions based on the simple fact that taking those actions is fun.
You seem to be acting under the assumption that me saying City of Heroes is not an RPG is a slight against it. It's not. In fact, it's better off for not requiring the player to role play, because it's nature as a digital game and not a tabletop one would require it's creators to put far more effort into creating role playing systems then they would on well designed and meaningful content. That's why I consider story to be secondary in this game, and in fact in any game. The main reason to play any game is for the interaction between the player and the game's mechanics and systems, not between the player and it's story, and if the creators of games operate under the assumption that story is more important than mechanics, the mechanics will end up suffering for it and the game will be less enjoyable over all.
I've only seen a few videogames ever come close to true roleplaying, and frankly, they're rather boring. Take a look at Facade for instance. This game's hook is that it has an incredibly complex conversation algorithm which allows the characters to react to just about anything the player types in a realistic fashion. I would call this a true video role playing game, because it requires the player to act in character to win. But is it fun? Not really. All the effort clearly went into making the character's actions as realistic as possible, not on creating anything that looked good, sounded good, or was in any way remotely fun.
Let me sum up my thoughts here. A true Role Playing Game requires the player to PLAY A ROLE. They must embrace the mentality and characteristics of a fictional character and act out that character in order to win. The story in such a game is essential because without it, the player cannot base their actions upon anything.
City of Heroes is not a Role Playing Game because it does not require the player to act in character to win, or even to follow the story to win. -
Quote:Now granted, some people play D&D just for the combat really, and then it stops being an RPG and starts being a character building game. That's perfectly fine though; if the DM is fine with just running a good ol' fashioned dungeon crawl, then go for it.By that logic D&D isn't an RPG either, since you can just go around smashing orcs and taking their stuff and acting completely out of character.
However, every D&D game I've been in (and run) has always kept the story as the primary focus, and the resolution of the narrative is the primary focus of play, as opposed to the killing of monsters. I've seen many a DM get fed up by a player who keeps trying to stab the king, or just run around naked the whole time, and threaten them with the infamous falling rocks of death.
But even better is when I've seen a DM take such things in stride, and actually work the player's nonsensical, random actions into the game. The story keeps moving forward no matter what the player does. Yeah, the story might end anticlimactically with the player being hauled off and beheaded for urinating in the throne room while yelling "I'MA FIRIN MAH LAZER PEW PEW!" but it never grinds to a halt and waits for the player to make the correct choice before moving forward. A story will be told, no matter what. -
Quote:True. A good role playing game needs a good story. Except that; and I'm fully aware of how crazy this is going to sound:Yes. It. Is. This is an mmor.p.g. you can't have a great rpg without a great story.
Edit: Why the hell did the forums convert my all caps to lowercase?
City of Heroes is not an RPG. It never was. And neither is any other MMO on the market.
Why? Because role playing games use the ability of acting in character as the primary means of interacting with the game and advancing the story. A role playing game requires the player to act in character at all times, in order to keep the world immersive and unified. City of Heroes is not like this, and neither is any other MMO. Acting in character is not required at all, in fact, almost nobody acts in character while playing. Why? Because there's no point to it. Unlike in a tabletop role playing game where the GM can dynamically react to each PC's actions, a digital game by it's very nature must have a limited set of responses. You can run right up to your contacts and pretend to pick their nose, and absolutely nothing will happen, until you agree to say exactly what you are supposed to say and do exactly what you are supposed to do.
Not only that, but role playing might actually make the game more needlessly difficult when interacting with other players; because let's face it, unlike in a tabletop game where a GM can go easy on players if they do a good job role playing, a game like City of Heroes will keep an even level of difficulty the entire time. Staying in character and having in character experiences isn't the game's main hook, winning is. If a group of players took it upon themselves to never ever act beyond their character's own knowledge, or use explicit knowledge of the game's mechanics to their advantage the game would become nearly impossible.
To put it bluntly, the reason City of Heroes is not an RPG is because there is no incentive to role playing. There are plenty of incentives for acting out of character though, and can you really blame the player's for doing so when they know that no matter what actions they take or what things they say the game's world is always going to remain static? You could never read any of the flavor text in the entire game and still get all the way to level 50. If you can do that, then it's not a role playing game.
This is an ongoing debate in the game design community, in that a lot of people (myself included), don't think that there has EVER BEEN A ROLE PLAYING VIDEO GAME. There are games that let you build characters, yes, and games that let you decide your character's characterization, but because there are only a limited amount of responses to any one of your actions, the game can never evolve past what was already programmed into it, and the character's actions can never have any effects beyond what effects the game's creators programmed in.
Perhaps the entire genre needs a name change. Maybe "Role Playing Game" should be reserved for games in which creating and acting in character is essential, whereas video games that try to emulate it should be called something else. I would say the central focus of City of Heroes, and in fact any so called "RPG" is character BUILDING, not character PERFORMING. Actually, that might make a good new name; CBG, for "Character Building Game". Perhaps we should call City of Heroes an MMOCBG? I'd be content with that. -
I'll be honest, when I play games I care far more about the design of them than the story they're telling (I'm a game design major, we're kind of trained to treat a story as something completely unessential.) And as such, I rarely get so invested in a game's story that it actually makes me angry with poor writing, something that is amplified tenfold with City of Heroes since all the story is told through walls of text, which aren't really all that condusive to telling a good story.
But there is one arc out there that I find so monumentally horribly designed that it has caused me to feel actual genuine anger.
World Wide Red.
Stop. Put the baseball bat down. Hear me out. Okay, yes, I will acknowledge that this arc has a well written story. That doesn't make it any more fun though. The arc is literally nothing but 15 indoor missions vs. Malta. With the occasional Knives of Artemis thrown in there. Wow. Riveting.
Okay, you know what, I'm gonna go on a bit of a rant here. Look. People. We are playing a video game here. We are not reading a novel, we are not watching a TV show, we are not watching a movie. We are playing a game. All of the narrative content in the game only moves forward because the player wants it to. And if the player has no reason to go on, then the story grinds to a halt. And you know what? World Wide Red provides me with absolutely zero reason to want to play it, because I know that no matter how well the story is delivered, 95% of my entire play experience during the arc is running through the same damn warehouse, beating up the same damn enemies, and having the same damn contact hurl another damn wall of text at me after every damn mission.
That means while 5% of this arc might be good, 95% is utter dreck. And it all caps off with a wonderful time sink of a mission that requires to hunt every nook and cranny of a boring map hunting down some of the most obnoxious enemies in the entire game.
You know what I did the first time I played World Wide Red? I got to the last mission, realized it was a defeat all, and said "No". I sat on my butt, and let the timer run out. The Malta Group could go blow up half the world for all I care, all I know is that I spent the last four hours doing the same stinking mission 14 times over, and you have the nerve to expect me to feel rewarded by doing it once more!?
STORY. IS. NOT. EVERYTHING. STOP ACTING LIKE IT IS -
Okay, bear with me here, because Lord Kron has a weird, long backstory that ignores the established canon at best and holds it down and does horrible things to it at worst.
So in my weird little personal canon (which is kind of adapted from a story I've been dreaming up since I was 12), Lord Kron was once a being who existed while reality was still being created, and lived alongside several other beings as they created reality. Thing is, the void didn't like that. You see, the void itself, despite being literally NOTHING, has a malevolent intelligence. It's not too powerful, but it can speak to sentient beings through dreams.
And so it began speaking to Lord Kron, slowly convincing him that reality as it stood was flawed, and needed something to keep reality from getting too cluttered. And so Lord Kron introduced the concept of entropy into reality, and it slowly began to break down. Shocked by his betrayal, his brothers fought him to a standstill, and kicked him out of reality into the void.
He spent a literal eternity drifting through the void, slowly going insane with loneliness and the whispers of the void. But then, after eons of drifting, he found his way back. The void granted him a share of it's power, imbuing him with a physical form, and ordering him to finish what he started.
So now Lord Kron walks the earth, the void bleeding out of him. As he grows more powerful he will spread the void farther and farther, reality breaking and disintegrating around him. Earth is just the first step though. His current goal is to gain enough power to absorb the entirety of the earth, transform himself into a conduit of the void, a sentient humanoid rip in reality, and destroy the entirety of reality itself.
He's not going to win though -
He IS nothing. The space beyond reality, though it contains to actual matter, has a sly, malevolent intelligence. As Lord Kron grows more powerful the physical world around him begins to decay and atrophy, as the void begins to leak through. One he hits full power, he won't even have a physical form anymore, he'll just be a humanoid shaped hole in reality.
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My villain Incarnate, Lord Kron, has become the physical manifestation of entropy and nothingness itself. Since in my weird little personal canon the void itself, despite being literally NOTHING, has a malevolent intelligence.
My hero Incarnate, Kronaros, was created when a benevolent astral being of nigh-limitless power told a story where in the coming storm is averted and Lord Kron stopped. The being then made the story start to come true through sheer willpower. So yeah, he's literally a living story.
And yes, I know all of the above does horrible, horrible things to the established canon of CoH. But I don't really care, because I think it's cool. -
Quote:Man I really wish the forums would take a page out of Facebook and let me like posts, because this made my freakin' day.Here's two salt shakers. One's so you can take a grain with Sam's complaints, and the other is for you to pour into your eyes so I can laugh at you.
Actually, hell, new sig. -
So I've run the Underground Trial a few times now, and I keep running into this interesting phenomenon. Namely, the Avatar of Hamidon is completely ridiculous.
WAIT! This is not a complaint though, I actually LIKE this. I'm always kind of dissapointed by boss fights that I can just cakewalk over on my first attempt. Bosses are supposed to be bigger, meaner, and tougher than every other challenge in the game, and the Avatar of Hamidon is just that.
Now I am stupidly persistent when it comes to boss fights; I've literally have to retry some boss fights upwards of 20 times (Emperor Ing, I'M LOOKING AT YOU), so I will eventually take this guy down, mark my words.
The problem is I'm worried that a lot of other players will get to this guy, get killed, go "BLEH THIS IS TOO HARD!" and go back to farming BAFs over and over. So my question is, how exactly does this guy work? And what is the best way to take this guy down? -
I just caved in and bought $100 bucks worth of points. My reaction:
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I'm loving it too. The old music for heroes was frankly boring, really way too subtle to carry across much impact.
That being said, I am going to miss the old villain character creation music, which was so over the top EEEEEEEEEEEEEVIL that it made me want to start laughing maniacally every time I heard it. -
I managed to keep to my 1750 points I already saved up, but if my purchasing habits in Team Fortress 2 are any indication, I'm going to be at least $150 bucks in the hole by the end of this month.
Well played Paragon, well played. -
Pfft. None of these "super powers" can compete with the real life durability of NINTENDIUM:
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To be frank though, this is really to be expected by this point; but I hardly think it's something worth getting worked up over. Yes, Lucas (or actually, here's a thought, what if someone OTHER than George Lucas was responsible for these changes? There's a good chance that he probably hired some people to help him with this little franchise) is known for making changes that are frankly arbitrary and baffling. Whatever, that's his privilege. It's his creation, it's his call. But on the other hand, it's not something to get upset over. They changed two lines of dialogue, whoop de freakin' doo. Oh and apparently people are mad because they enlarged some rocks or something in a New Hope. How sacrilegious.
What I'm trying to say here is that while you don't have to like these changes (and for the record, I don't either) let's please not have this descend into another "let's go lynch Lucas" flamewar. -
And you expected this not to happen because....?
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Just got back from seeing it, and all things considered, it's okay. Not great, not horrid, just okay. I mean it would have been good, if it hadn't somehow collided into every single problem I have with movies nowadays.
So, forgive me just this once, allow me to rant, and let me share with you:
SQUID'S LIST OF THINGS THAT BUG HIM ABOUT MOVIES!
1. Post-converted 3D.
Now don't get me wrong. I love 3D when it's done well. Every movie I've seen that was filmed in 3D and made from the ground up for 3D (a.k.a. Avatar and Transformers: Dark of the Moon. So...uh...all two of them) has looked amazing! The problem comes in when movies that were clearly not intended for 3D are converted after the fact. This annoys me not because the 3D is hard to notice, but because it makes the movie DARK AS ALL HELL! Seriously, I couldn't see a damn thing half the time in this movie because the damn 3D glasses dimmed everything down! That big fight they had on the ship was in broad daylight, yet because they didn't bother to up their damn contrast and brightness it looked like dusk!
2. Really fast editing during fight sequences.
For some reason a lot of fight scenes nowadays seem to be nothing but a series of one or two second shots all strung together really damn fast. Apparently this is supposed to make the action "frantic", "visceral", and "gritty". It doesn't. It makes it so I can't tell what the hell is going on. Fight scenes seem to be at their best when they're not too detached from the action, but the camera takes enough of a step back to observe. Look at the Star Wars prequels or the first three Pirates of the Caribbean movies to see fight scenes done really well. They're creative, fast, but allow the viewer to take time to see what's happening.
3. The sidekick.
Why does every damn movie need a sidekick? Nobody likes them, they're annoying and contribute nothing! This movie was especially egregious (hurr hurr, I love that word) with it, when that thief guy just kind of showed up for the third act, did some utterly superfluous stuff, and then left. What was the point? He just picked some locks and screamed a bunch, why did he need to be there? It's like Hollywood execs think that there always need someone for the hero to talk to, onscreen, ALWAYS. And speaking of people to talk to...
4. The "strong" "independent" damsel in distress.
Granted, this trope is so old that picking on it now is kind of a moot point, but it needs to be said. Every damn adventure movie has a love interest. Every damn one of these chicks acts all "Ha, i'm a strong and confident young lady who's a role model for the little girls!" And every damn one of them has to get kidnapped because they make a bafflingly stupid decision. Like in this movie, why did princess whatsherface just run off after she and Conan had the obligatory sex scene? I guess she was going back to the ship but why did she go through a forest then? Why didn't she just poke Conan and have him escort her back? I mean, it kind of has to happen now, the chick has to get kidnapped, but could you at least have her get kidnapped because the villains are smart? Not because she's dumb?
So yeah, all in all an alright movie, not one I would say anyone would have to go see right now, but if you've got an afternoon to kill and can find it in 2D, well, there's far worse ways to spend two hours. -
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Granted, we don't have all that many coyotes in Ohio, but that is one weird looking canine. In all honesty, I wouldn't be all that surprised if this did turn out to be a new species. I mean seriously, just how many different times have we seen a "coyote with mange" now? Is mange really all that common with coyotes or something?
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You know, between the large scale hacker wars, the continual integration of wireless technology into everyday life, and the floating private islands of ultra-rich businessmen, I think I can quite comfortably say that real life has finally turned into a Cyberpunk novel.
Now let's just hope that this whole thing isn't some mad plan to brainwash every nerd in the world by using ancient Babylonian neuro-linguistic hacking skillz. (+10 to whoever gets the reference). -
I've always had this crazy theory that it's Hamidon. If only because of this little tidbit from the very first letter you find:
Quote:And in Mender Ramiel's first mission you fight it out with a bunch of Archvillains on the remains of the Citadel of Ouroboros, halfway sunk into the sea, while a bunch of Hamidon tentacles flail about, which would kind of imply to me that all the other echoes you fight bought it already, ruling them out.I warn you: do not openly question Ouroboros. That would be foolish. I simply ask that you search for more of my letters and seek me in the pillar. When the time is right, I will make myself known. You will either be at my side, tearing down the enclave or you will be buried under its ruins as it falls into the sea. The choice is yours.
Granted that's a big logical jump to make, but I do like to think of that mission as taking place in a future where the Hamidon won. -
Quote:Though maybe that's because City of Heroes gives you essentially an unlimited amount of freedom with your backstory, which I would consider to be a good thing since it allows players to play the sort of character's they've always wanted to. The game actively encourages you to create these bizarre backstories in fact, just take say, Demon Summoning for instance. Demon Summoning is clearly themed around summoning magical creatures though magical means, but the game lets you give a Demon Summoner any origin you want.A lot of us do exactly this. I don't even read the text at the start of missions any more, because half the time it doesn't apply to my character. My lizard man has no hair to stand on end, my robot's knuckles don't crack, my ghost doesn't take deep breaths before battle....
The other thing is that I've gotten so good at parsing mission text that don't apply to my character that I'm honestly not even aware I do it any more. This only came up during a similar discussion when Eva_Destruction mentioned her dislike of the new missions which clone your character. It's true that none of my many androids can be cloned, but I mentally glossed right over that aspect of it.
That's kinda broken, you ask me.
Though that does lead to some problems in that people who are very protective of their backstories tend to get a little miffed whenever the game directly contradicts them. I don't think there's anything that can be done about this though, as the game as a necessity has to operate without any sort of knowledge of your backstory. I guess the game COULD be written so that it remains completely neutral in terms of all your character's traits, but that would probably end up making the writing rather bland in the end.
Personally I would say write the backstory you want, regardless of the canon, and just mentally disregard anything that clashes. I mean both of my favorite characters are essentially creator gods, one who made the entire universe and one who tried to destroy it. That screws canon eight ways from Sunday, but I do it anyway since I like their story concepts. -
Quote:I've started to hear this argument a lot and I've normally assumed it to be semi-sarcastic in nature. But the more I hear of it the more I begin to wonder if people who make it are actually being serious. Do you for instance actually enjoy this sort of inconsistency? I mean I doubt this sort of this is intentional, but as long as there's a large enough population of players out there who actively enjoy the crazy, CRAZY world of comic book style continuity then the less reason I see to go back and iron everything out.My take on this:
Don't change a thing.
The backstory inconsistencies and loopholes make this feel EXACTLY like a superhero comic book continuity.
Besides, just as good roleplayers can iron out the inconsistencies in the backstories of the players they interact with, a good player can do the same with the lore. The loose structure we have today only makes it easier to spin your own stories into the (chaotic) web the devs have woven.
Huh, I really guess it depends on which people play more, the comic book geeks or the RPG nerds...