Samuel_Tow

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  1. There are far too many points I want to address for me to put in individual quotes, so I'll try to respond free-hand. If it seems I'm responding to you, I probably am

    First of all, I want to clarify why I chose the word "respect" in the title. A lot of people have spoken about likeable villains, and I may have fallen into that trap myself, but I don't actually have to specifically like a villain in order to respect him. In fact, to borrow a concept from the Dragon Age 2 relationship duality, I can highly dislike a villain and still respect said villain. Someone at some point postulated that "it's better to be feared than loved," and this is precisely where a lot of respectable villains fall. No, they're not likeable, not at all. They want to destroy the world, enslave humanity, infect us all with the alien virus, but by strength of their "villainous virtues," we cannot help but respect these people.

    In a recent vlog, the Spoony One talked about classic D&D mages who started out with just one spell, saying "When you saw a high-level mage, you RESPECTED him, because he went through the **** to get there." A lot of villains are not likeable people. They're actually very reprehensible people. However, at the same time, you look at the things they've done, you see the wonders they've achieved, you see the things they've built, you see the greatness, and you have to respect these people. You just have to.

    When describing Al Capone, many people say that if the man had not turned to crime, he could probably been an amazingly successful businessman and probably changed the world. This is the kind of villain I cannot help but respect. Sure, he wants to kill me, sure he hates my guts, but when I look at the greatness he has achieved and think about how much that could have benefited the world if he weren't evil, I can't help but dream and wish. A villain can be great and powerful in a way that's completely separate from being evil

    Now, there's also respecting a villain as a credible threat, respect through fear, as it were, but that only really works if the villain isn't actively stalking you through an abandoned house, axe in hand, determined to wear your face. When a villain is built up as a great but static threat, one that has to be provoked or slighted in order to turn on you, that is also a villain I can respect. Laugh if you will, but I feel Dragon Ball Z's Freeza is built up like this in a very big way. He's the guy who doesn't do anything right up until the end, but everyone knows - they KNOW - that if they upset that guy, he will kill them. No frills, no games, no jokes. He will simply kill them. A villain with enough power to be a credible threat, yet enough restraint to not attack anyone on sight, is a villain I can respect, in much the same way as I respect the propane tank in my kitchen, in much the same way I respect the power sockets all around my house. This is someone of great power that you simply do not upset.

    Of course, there's also the truly likeable villains. Because they have awesome costumes, interesting quirks and cool powers, we just like these guys. In fact, a lot of these guys I like because I could see them being heroes if they weren't so completely evil, but you can sidestep the evil and still have a cool character left behind. The truly likeable villains are those who are likeable for reasons completely separate of their villainy. Yes, they're villains, but they'd be just as awesome without their evil streak, too

    Here's where we cross over into "justifiable villains" territory. I've seen a few people talk about giving villains reasons and even excuses to be evil, and I do admit that this makes it easier to like said villains. However, it also has the downside of making it harder to take these people seriously as villains, or at least villains that don't piss me off. There are few things that upset me more than the "misunderstood hero" type villain, at least when it comes to narrative character archetypes, and that's mostly because it gives me emotional dissonance. I want to like these people because they're good, but I can't because they do evil things. I want to hate these people because they do evil things, but I can't because they're good. When you have a brainwashed/confused/fallen hero that you don't want to kill but rather save, the story just draaags until that plot thread is resolved. Well, either until it's resolved or I no longer give a crap about the character. That was, as a point of fact, the fate of Naruto's Sasuke. I'm sick of hearing about the *******. He's been the focal point of the plot for 300 episodes, and I just don't care about him or the show any more.

    Now, of course, that's just me. I don't want to dis other people's misunderstood heroes or affable villains. Far from it. But when I make my own villains, I try to give them a solid grounding for their alignment, and that solid grounding usually takes the form of a conscious choice. Now, this doesn't mean mental illness or Saturday morning cartoon villain allergy to "goodness" so much as the character being presented with a choice and taking the evil option consciously. If a villain, for instance, is given the choice to lie to a person and manipulate him for his own ends, or otherwise tell him the truth and lose his support, then the villain will choose to manipulate. Why? Is it because he didn't understand the consequences? Is it because it's vital that he gain this person's help? No. The villain knew what would happen. He just didn't care about this person he's manipulating.

    Similarly, I HAAATE using the "madness excuse." If a character is imported-guano-insane, then really anything he does can make sense, to the extent that nothing he does ever makes sense at all. Why does he kill people? Because the sky is blue and dicks are white. Why did he just set that cat on fire? Because wakka wakka wakka. Not giving a villain any logical reason to be evil is, in fact, the ultimate excuse - he's evil because he's insane.

    Personally, I don't want my villains' evil to be based in madness or excuse, but rather to originate from the villains, themselves. These are simply not good people, but they are still at least tangentially realistic people. One is selfish, another is callous, another still is greedy and so forth. They all have their character flaws that drive them to make the "wrong" choices, but they still have A character to speak of. Which is where we step into motivations.

    Much as I hate giving villains excuses for being evil, I still try whenever I can to give them at least a reason for, and a reason that can be explained and believed. A villain who's evil because he's evil is only interesting once, and that's been done many times already. Beyond that, we need to know why this person made the evil choices he did. What does he want? What does he hope to achieve? What kind of backstory conspired to teach him the life lessons which led him to this decision? If I had lived his life, might I possibly agree with him? One of the tricks to making a good villain is to give him a motivation that people can understand, and perhaps even agree with if they hypothetically let go of their moral qualms.

    If I weren't a good person... Could I be like that villain? The answer, at least for me, is usually "yes," because most villains I make originate in the different unthinkable urges I've felt throughout my life. And, really, unless you're a saint, I'm sure you've felt some of those, too. You've felt greedy, you've felt arrogant, you've wanted to hit people, you've wanted revenge and so forth. Most of us choose to be good people and ignore these urges, but because these villains are not good people, they act on them. That kind of villain is one I can actually sympathise with. And if I can also respect this villain, then he becomes awesome!

    Having said all this, yes, I do take my villains and heroes and characters in general pretty seriously. I don't roleplay them, no, but at the same time I can't and don't want to feel disconnected from them. Every hero and villain I make is based on something I feel, and if I lose this, I lose the character at all. I've tried writing for characters by just going through the motions, and it simply never works. When there's no emotion in the story, there's no motivation to read or play. I can force myself to read and play when I'm not motivated, of course, but the result is gameplay that's not fun and writing that ends up being garbage. If I can't feel the emotion a story is supposed to convey by virtue of distancing myself from it, then the story becomes uninteresting to participate in.

    ---

    Somewhat separate of the conceptual discussion is the notion of PvP and developing our heroes and villains through competition between them. This is an argument I've heard before, and I flatout reject. A good hero needs a good villain just as much as a good villain needs a good hero, but there's no need for both of these to be player characters. In fact, there's no express need for EITHER to be a player character, but for the sake of a game, we need to be playing someone.

    My point is that I've heard people lament how difficult it is to roleplay a villain fighting heroes when PvP zones are dead, and I simply don't buy it. A player hero has tons of NPC villains to fight, and a player villain has ever more NPC heroes to fight. While one might argue that the PvE content has a set storyline that is not conducive to forwarding a character's own story, but at least it has a setting. PvP in most games doesn't even have that. And, really, the game's written story doesn't HAVE to get in the way of our own personal journeys. Personally, I feel that the City of Heroes world should be written less as a linear or even branching tree narrative and more like a setting with interactive story elements within which our characters can participate for their own reasons and motivations.
  2. Quote:
    Originally Posted by Tyger42 View Post
    Why is it a bad argument to make? We all did just fine before it existed. None of the previously existing content has changed to the point where we won't still do just fine without it now. Just like with IOs, honestly.
    We did just fine without levels 41-50 and no-one would argue that those are "optional." Incarnates are not loot. They are level progression by another name.
  3. Quote:
    Originally Posted by Noble Savage View Post
    Let me clarify: I'm a giant fan of the old X-men costumes, and Jim Lee's run on the title is the reason I became an artist in the first place. If you want to see how much I love the colorful, comic book-y X-men outfits, please go here: http://david-nakayama.deviantart.com/gallery/12373396

    My point is that those costumes would've been a failure on film. The general public would've taken one look, equated the super-suturated spandex outfits with the Power Rangers and summarily dismissed the X-men as kids' stuff. For you and I--it's not a problem; we like those costumes and it works for us. And it's not that specific colors are the problem; rather, it's the top-to-bottom application of 100% saturated color across the whole body. That's when it gets a bit out of hand and crosses into Saturday morning cartoon-land.
    This kind of bugs me. I mean, I know where you're coming from when it comes to official artwork. You guys have a specific idea of the look and feel of content you want to make. That's fine - it's your game What bugs me is I worry about how much this affects things WE can make. And I have reason to worry. Let me explain:

    When the Steampunk came out, someone on your team decided that "steampunk = brown" and pre-tinted all the pieces to be brown, such that they were either impossible to recolour, or remained brown-tinged even when you chose a different colour. To this day, the Steampunk boiler backpack is impossible to tint in a vivid colour. Then came the Celesital set, and apparently someone decided that "This set will be grey!" tinted the hell out of the base texture to the point it can't look like any colour BUT grey. It can't be white because it turns grey, it can't be black because it turns grey, and if you try to give it a vivid colour, it instead takes up this muted, faded, white-washed shade that both looks depressing and fails to match against anything else in the costume creator.

    I get that you want a specific aesthetic for the things you create, and I respect that. However, can you please make sure that this aesthetic does not become a limitation for what we - the players - can make in your game? Specifically, can you please ensure that we are not prevented from creating costumes that don't necessarily agree with your general approach? Don't try to force new costume pieces to only have the colours you envisioned them as having by baking these colours into the pieces' base textures and please make sure to occasionally throw in the odd simple, stylised, perhaps even cartoony piece in there?

    I get that in a movie, spandex costumes would look goofy just because even skin bends and fold. I get that in a movie, more detail is needed for things to look more photo-realistic. City of Heroes is not a movie, however. At least, it doesn't have to be. By all means, shoot for a photo-realistic general aesthetic, but don't kill stylistic designs in the process. If I still want to make something bright, colourful and bold, then let me. Please?
  4. Quote:
    Originally Posted by Arnabas View Post
    *Very good post snipped for length*
    Thank you, Arnabas, for posting this, because your story is pretty much a mirror image of one of my own, and is at the root of why I made the thread. Once upon a time, I too tried writing truly vile villains, convinced that that's just how stories went, and I found myself unable to either write for them or play them in the game. I just plain old hated the ******* and I wanted them dead. This is bad for an author, because in his own stories, the author is god, so if I hate a villain, that villain can't really ever get to do anything as I won't let it. And if I did force myself to let him do something, I'd simply stop writing and the story would be left unfinished. And I have more of those than I can count.

    When City of Villains came out, I found myself making homages to different recurring villains I'd liked as a child, particularly those foiled undeserving children. There are few things more humiliating than to be a capable potent villain who planned and plotted for a thousand years, only to be foiled by a loud brat and the power of friendship. Man, how pathetic is that? I've seen a fair few villains go down that way, and found myself wishing they'd show up again and have a more dignified death. THOSE are the villains I found myself sticking with, because despite being bad, they were still respectable enough for me to want to see more of them.

    Quote:
    Originally Posted by all_hell View Post
    The thing about stories, movies, books, etc, is that if the villain sucks then the story sucks.
    That's very true, but in all of the stories I consider good, there has been at least one hero I have respected and at least one villain I have respected. Let's take something as relatively simple as Die Hard. Hero John McLane is awesome because he's witty, tough and tenacious, as well as hard to kill. Villain Hans Gruber is awesome because he's polite, sophisticated, smart and wears a suit by John Phillips of London. Sure, he's a bad guy, his German is garbage, he shoots good people in the face, but I still respect the guy because he managed to make villainy look cool.

    A good story needs a good villain, obviously, but I feel that what makes a good villain is a villain you want to see more of.

    Quote:
    Originally Posted by UberGuy View Post
    We could have villains we love to hate in individual story arcs. We can't easily change the macroscopic game world in a lasting way (the problem we have with Phipps), so it wouldn't be a major, "name-brand" villain from the CoH universe, but written well, it could still be very satisfying.
    Honestly, when I talk about what makes a good villain, I bring it up because I want to make a good villain, myself City of Heroes is Paragon Studios' baby and I really don't have a say over their signature characters. I'm not sure if I would want it even if I did. Yeah, some of their villains I like, some I don't, but I'm really more concerned into making the villains I create good, because they're the ones I have to play as for hundreds of hours.

    Quote:
    Originally Posted by UberGuy View Post
    I don't think all villains should be like this. I also don't think they should all be respectable. We need a mix. Practically speaking, the persistent ones should be lean towards being respectable. The non-persistent ones could lean towards being despicable, but I don't know that they should. That seems like some sort of nascent meme: "Disposable *******". (Edit: Person of questionable parentage.)
    That is very, very well said, actually. It's more or less the answer I was looking for. When a villain is truly despicable, I don't want to play as that villain. I want to kill him. Now, preferably. Well... Why not do just that? Introduce a truly despicable villain, showcase his repugnance, then kill him. If he's not a recurring villain that I have to spend much time writing for and characterising, then yeah, he could be vile. Because then I get to kill him quickly, bring some closure and actually prove that the dark themes are actually going somewhere.

    I think the answer you just gave me is very valuable here. In a good story, not all characters have to be actors, and not all characters have to be persistent. What this means is I CAN make characters I don't actually like, provided I don't plan to use them for very long. In this way, I can still take an "us vs. them" position even inside my own writing, because I don't have to treat these characters fairly. Yes, I made them, but I also don't like them and I don't have to keep them alive, so why NOT discriminate against them?

    It turns out I want villains I can respect for the long haul, but I have nothing against villains I despise for a short-term story, provided they die before I run out of patience.

    Thanks!
  5. Quote:
    Originally Posted by Tyger42 View Post
    But..they're...not.... I don't get why adding some team-required content = "discouraging they way you've played the game for seven years". It's not discouraging anything.
    In the case of the Winter Realm, it is indeed not "required." In fact, whether or not that's team-only, I still wouldn't bother since I don't like events.

    However, the larger question that always comes up includes Incarnate content, as well, and right now ALL Incarnate content is forced teaming. Well, with the exception of Ramiel's arc, but that's not repeatable. That IS required if you want to progress through the system unless you want to argue that the whole of the Incarnate system is "optional," which is a really bad argument to make.

    As far as I'm concerned, I really don't care what gets put into team-only content because I'm perfectly capable of ignoring it, and have been for seven years. Sure, it bugs me when the culminations of stories get shoved into a TF (Striga and Croatoa), but that's specifics. So long as I have options to go around the forced team content, I'm happy, and with the Incarnate system, that simply doesn't exist.

    And, no, I don't expect that status quo to change by a meaningful amount after the Pummit.
  6. Wow... That was an amazing album. Thank you, David I think my favourite ones by FAR were your renditions of environments, specifically ones that take on either a whole scene or a map layout. It's to the point where I can't really pick favourites - I like ALL of them. I can't even nit-pick, for Pete's sake! You really have a talent for making amazing environments.

    And, yes, I would definitely like to see more.
  7. Quote:
    Originally Posted by Tyger42 View Post
    If the thing I'm not happy with is an MMO being an MMO, then I'd say I'm the problem here, not the MMO.
    No-one here is unhappy with City of Heroes being an MMO. We're unhappy with a specific definition of MMO that THIS MMO didn't always ascribe to.
  8. Originally, I wanted to phrase this as a question, something along the lines of "So we want to respect our villains or hate them?" but I quickly realised there's just no way in hell I can be objective on the matter, so doing this would have been disingenuous. In fact, the more I planned it out, the more it turned into a soliloquy, so take it for what it's worth.

    I want a villain I can respect. This might seem like not much news, but it's a compilation of quite literally seven years of effort in trying to figure out what kind of villain I want to play as, fight against and watch movies about.

    Some time ago, someone (I think it was the Uber Guy) exposited that he wanted a villain he could hate. In fact, a villain we loved to hate was what made a good villain. This concerned me, because I thought I agreed, yet I still disagreed about the "goodness" of the villain in question. A villain I hate - and I mean really, truly hate in the "kick the puppy" sense - is a villain I ultimately don't want to see. This is the villain I hate, this is the villain I want to see dead, this is the villain that, if I had my way, I'd end on the spot. But, of course, I can't or the story would be too short, so I have to sit and watch narrative about this villain I hate... And it bugs me. In real life, such villains do exist and there isn't much we can do about it, but in fiction that doesn't quite work. If I don't like a villain - if I hate him - then I don't like the story he's in. And while I can't just ignore real life and its horrors, I very much CAN just walk away from a story.

    It occurs to me that a good story with a good villain should keep me coming back, it should make me want to see more. What this means is that villains, evil and everything associated with those should either be counter-balanced by something, or that those themselves should be somehow appealing, without at the same time catering to psychopathic tendencies in otherwise normal people. Hence the idea of the "villain with redeeming qualities."

    Now, when I say "redeeming qualities," I'm not talking about aspects of the villain that make him less evil or less a villain. In fact, far from it. I don't mean "Oh, he kills people, but it's OK because they're mostly bad people." so much as "Oh, he kills people but DAMN he looks hot in tight leather pants!" or "Sure, he's an evil demon who steals souls but he has a really cool, really big sword." We hate villains for the evils they do, but the tick to having a villain we want to see come back from the dead and show up in the sequel, I've found, is making this villain such that we secretly want to like him. If the forbidden fruit is the sweetest, then a villain we're really not supposed to like, but is very cool nonetheless has to be a good villain, right?

    But why don't utterly hateful villains work for me when it works for so many others? This question kept me up for a few nights, but I think I have an answer. It comes down to the fact that I approach this game less as a de facto player and more as a writer and storyteller. When you approach a game like a player, it's pretty easy to see the villains as unambiguous bad guys and gameplay itself as an obstacle. For a player competing for a game, it's easy to see the game's developers themselves as the enemy. They're the ones who impede your progress, their characters are the ones who attack you, their villains are the ones you have to defeat, they are the people who keep you from beating the game. It breeds an "us vs. them" (or rather, "me vs. game") mentality that makes it very easy to like your own characters and hate the game's villains.

    When I approach the game as a storyteller, however, I find myself in the position of having to play both the heroes AND the villains. And when I say I play my villains, I don't mean I just create them and leave them to serve as antagonists - I actually play through their stories, guide them through their struggles shape them up through the events they experience. What this means is I spend a lot of time with these villains and a lot of effort on working them up to the prime time. If I DON'T like these villains that I make, it would be impossible to play them. Now, granted, it's easy to push through a tough spot or just run a story I don't like for the sake of the reward, but that's just once or twice. Eventually, I have to run into something I like, or I simply won't bother. I can do things I don't like, but only as an exception from the norm, where the norm is something I do like.

    The fact of the matter is that while I want villains to be evil and detestable, I also need them to be likeable in some way, and it is this balancing act which, at least in my opinion, leads to a good villain. Because, to me, a good villain is one I want to fight against, but also one I secretly, when no-one is looking, kind of want to see win. In fact, the point in a story where the good guy becomes purely good and the bad guy purely bad, the point where I only like the good guy and only hate the bad guy... That should be the END. When all the cards are on the table, when all is said and done, when all morality has been explored, all we have left is a pure, genuine, final confrontation to put an end to it all. Because once all resolve has been steeled... There is simply very little else the story can deliver except padding.

    But, hey, that's just me. Do YOU want to respect the villains you play and fight?
  9. Samuel_Tow

    WIR? (Spoilers)

    Quote:
    Originally Posted by SpyralPegacyon View Post
    All this talk about Alexis's death affecting States and Manticore, and none mentioning a certain daughter with, shall we say, poor impulse control and her own personal army. Her death may be a plot point, but this is going to have repercussions all over the place.
    We keep forgetting this because Ms. Liberty (or Miss Liberty, who names these characters?) because her "poor impulse control," bratty attitude and other characterisation is not in the game. Off the top of my head, she shows up once in Mender Silos' SF where she doesn't do much, one in a Shadow Spider mission where she doesn't do much, and once in the Mender Tesseract TF (I think) to protect her mother (she fails) and in none of these situations is much characterisation given to her.

    This is a running problem with all the surviving Eight, as a point of fact. BABs probably has it the worst. He shows up in ONE mission where his personality is irrelevant as Crimson Revenant could work for any signature hero, and then... I don't know anything else about him. I've seen it written that he fought a war on drugs at some point for some reason, but that's all in background info on the site that I last read seven years ago. Apparently Manticore is supposed to be sarcastic, at least judging by the Manticore Automaton, but I haven't noticed. I haven't the foggiest who Numina is supposed to be as I don't even remember the one missions she shows up in, Synapse shows up to throw meta-game jokes at me and ask me if I'm using inspirations and... I honestly don't even remember the Statesman showing up at all, aside from the Silos TF where everyone shows up and no-one has any real characterisation.

    My point is that... Yeah, we keep forgetting about these people and the intricate interplay among them, because no-one saw it fit to ESTABLISH these characters because we starter threatening to kill them. I didn't read the comic books, I haven't read the novels, I don't know who these people are, aside from "important." I know more about frikkin' Fusionette than I do about any of these guys. I know more about DILLO!

    I guess that's part of why SSA3 comes off like so much torture porn - because we're being given these one-dimensional, one-note characters (as far as I can deduce) and we're being TOLD that this is horrible and we should feel horrible and oh, no, woe betide poor Statesman! Won't someone think of poor unfortunate Mary Sue! But as much as I don't know about the Freedom Phalanx... I know even less about Alexis. I know she's a damsel in distress that I've been given little reason to care about, whose death is going to hurt other people I've been given little reason to care about. It comes off as mean, because rather than grace these characters with character development, we're tossing their bones in the grinder to fuel the kind of superficial drama which hinges on shock value.
  10. I still want an answer as to what "sales" refers to. Are we counting the Paragon Market? Are we counting the PlayNC Marker before that? Are we talking just box sales? Are we counting VIP subscriptions? Are these numbers representative of ALL of the game's revenue?

    I looked for an answer in this thread, but all I saw was "it doesn't matter," which I don't agree with.
  11. Samuel_Tow

    WIR? (Spoilers)

    Quote:
    Originally Posted by TrueGentleman View Post
    Good call. Besides the egocentricity and fragile self-esteem, narcissists have a tendency to attach themselves to important groups or institutions, e.g. the Midnight Club, to improve their own standing. That doesn't preclude male chauvinism as another of Praetorian Percy's many issues, of course.
    I suspect "Master Midnight" might well suffer from everything.
  12. Quote:
    Originally Posted by Jagged View Post
    My knowledge of other mmos is almost entirely second hand but I believe City of Heroes creates more private mission instances that most other games. And if the instance (or dungeon) is "open" then the question of there being a gate on team size doesn't come in to it.

    I could be wrong though as I am a one MMO kind of guy
    I know that Vindictus is all too happy to let me solo levels titled "Raid" (which usually means a team of 4-6 players is recommended), though these are rarely easy and sometimes damn near impossible to run solo. Still, if I were better at the game, I definitely could have defeated the Raid level Gnoll Chieftain by myself, especially if I had any sort of range or a better shield. Or more Healing potions.
  13. Samuel_Tow

    WIR? (Spoilers)

    Quote:
    Originally Posted by Eva Destruction View Post
    In a meta-sense yes, it did do that. However, he was not killed to get at Dietrich, or for teh evulz; he was killed because he was in the bad guy's way. He wasn't placed in the arc just to be killed off. His importance to the story doesn't begin and end with his death. His character isn't defined by his relationship to Dietrich. He was an active participant in the RWZ storyline from the beginning.
    I would say that Deitrich is entirely incidental to Sefu's character, that's the entire reason why his death has more meaning and much more weight. Sefu stood strong and tall, Sefu move the plot, Sefu fought for what he believed in, even when his superiors were against it. Sefu was a hero who died fighting the good fight, he went out swinging. He went out like a hero. That's why his death works.

    That Captain Deitrich was affected by Sefu's death is entirely incidental and besides the point. Sefu didn't die to spur her into action. He died in the line of duty, and in a completely unrelated turn of events, it was revealed that hardass Deitrich actually really liked the guy. But this was still incidental to his character and his story.

    Sefu's death is not a means to an end. It is an end in itself. Sefu didn't die to move the plot along. He died because that's what happens in a war. He died because the Nemesis troops are not just a funny marching band. They are real, genuine killers like they should have been all along. He died because their base was overwhelmed. Sefu died because he chose to put his life in the line of fire. Sefu died... And then unrelated things happened.

    Aelxis died because she was an "object." She died because she was a plot point. She died because someone NEEDED to die to move the plot along. She died because we needed to hurt Manticore and Statesman. In fact, "she died" isn't accurate. She was murdered.

    Here's the distinction: Sefu died in the line of duty. Alexis was kidnapped and murdered.
  14. Quote:
    Originally Posted by Sapphic_Neko View Post
    They'd lose. Apparently they're not aware of the women in fantasy rule!
    Less is more!
    Heh, in this case, I could go with "less is more"

    However, to be perfectly serious, I fully expect women to get "girly" versions of the gender-neutral stuff men get just by default these days irrespective of what set we're talking about.
  15. Well, since we have "wrestling" in the title and I happened to be going through the Spoony One's old TNA recaps (and rants), I figured I might quote him in something I feel is somewhat relevant to the subject of gimmicks, which is what the thread was originally about. This is the Spoony One, talking about the Vince Ruso approach to booking from one of his v-logs:

    Quote:
    Originally Posted by Spoony
    Here's the thing with Vince Ruso. I think this is how he thinks: He's planning planning his segments out, writing his ****. So he's got all these matches lined up, he's got Anderson vs. Jarett, he's got the Pope vs. Abyss, he's got Mickey James and Terra, he's got these conflicts... He's like: "How do I plan matches around this?"

    So he plans his matches, he looks at the list and he's like: "This is boring! Anderson vs. Jarett, Jay Lethal vs. Robbie... These are all just... Matches! These are all just normal matches. That sucks! We could do special matches!"

    So, I think that's when Vince Ruso goes: "Why have a normal match? You've got thousands of normal matches. You go to the WWE, you see normal matches. You watch Impact, you get normal matches. Why have a normal match when you can have a gimmick match? Why not have a triple cage match? That's even better than a normal cage match! Normal cage matches are boring! You could have a triple cage match! Or... Why have a street fight when you can call it a "Jersey Shore Street Fight?" But that's what he's thinking.

    And I'll explain to you why it's a stupid idea when he does this. I've gone on at great length about how it basically robs the speciality matches of their... "Specialness" when you have them all the ******* time. But, from a booking standpoint, it's stupid as well. You don't have to be an expert to see this. But I know that's what he's thinking. He doesn't plan that far ahead in advance.
    As Spoon's Wrestle Wrestle v-logs are unscripted, I've edited the above text to remove all the sentence fragments, most or all instances of "like" and split his stream of consciousness into paragraphs so it's easier to read, but that's essentially what he said. I've been trying to recreate it in my own words off-memory for some time, but I'm not the Spoony One so it hasn't worked. This is "Vince Ruso booking" in his own words, and I feel it's relevant to the rise of gimmicks and complexity for the sake of complexity we've seen in recent content in our very own City of Wrestling. Err... I mean City of Heroes.

    Hmm... I need to make a wrestler hero at some point. Why haven't I done this before?

    *edit*
    In case you don't feel like watching a one-hour v-log, the "Vince Ruso booking" segment is only a few minutes in.
  16. Samuel_Tow

    WIR? (Spoilers)

    Quote:
    Originally Posted by Myddie View Post
    I did read through the entire thread, for what it's worth, and I don't feel that way. I can see points on both sides, but I have to agree with someone else that I think people are perhaps reading far too much into this death at this early point.
    My point was that I'm hardly the only one. Not necessarily in the majority, mind you, just far from the only one to feel that way.

    Quote:
    Originally Posted by Myddie View Post
    I do agree that Miss Liberty seems an odd choice given her lack of representation in the game outside a single task force, but the SSA is far from finished, so I won't go so far as to make huge leaps in assuming why they chose her, or if it was a cheesy plot twist. I'd rather wait and see what they have in store for the rest of the arc.
    Here's the thing: I'm done waiting. I've waited for this game to get out of its depressing rut since I18 launched and I found myself crushing dreams, killing people and having to choose between two doomed ideologies. I sat through First Ward and the starting contacts in the revamped zones, and it's just more of the same depressing, dreary narrative that I'm simply sick and tired of. I don't play this game to bring my own spirits down, so I'm done.

    If the SSAs suddenly grow cheery and happy and uplifting in SSA4, then too bad so sad. I won't know about it, because it will be too little too late.

    Actually, let me put this another way: I used to be a fan of Naruto, way back when. I spent FOUR ******* YEARS waiting for the resolution to a particular plot thread, and when it finally arrived, it was butchered to hell and back. I'm not waiting for plot resolution ever again. If they leave their plots on downer cliffhangers, then that's the last I want to know about them. And why would I want more? The sales pitch is "Stay tuned, because it's only gonna' get worse!" Ha!
  17. It seems odd to put a major publish on a Thursday, since that essentially means you're working the weekend, and no-one wants to do that. The reason they do this on a Tuesday most usually is because you can come early on a Tuesday, having done the prep work on Monday and you have the whole rest of the week ahead for things to go wrong and fixes to be made before you hit Friday afternoon.

    With this in mind, I expect to see the dog and the hat. Why six hours? I can't say. Remember they did multiple 12-hour maintenance windows soon after launching I21 without actually putting a patch out on any of them? I'm thinking it's like that.
  18. Quote:
    Originally Posted by rsclark View Post
    They're afraid that without the carrot/stick to pull everyone else in, they won't be able to get a large group to do it.
    Here's the thing, though: People are already paranoid about starting tasks without the absolute maximum number of people you can shove in them. For instance:

    You can start a DFB with as few as four people. I've run it with four and it was very easy. Yet time and again, I see people broadcast "DFB lf4m!" for half an hour, after having sat in Help for a while and know that this DFB team already has four members. They have enough people to start, but they're willing to waste another half hour looking for the remaining four.

    I'm not sure people need much coercion to look for max size teams when said people are inclined to look for teams to begin with.
  19. Quote:
    Originally Posted by Kitsune9tails View Post
    - She spent the whole time being kidnapped and cowering. As she was a former superheroine in her own right, I would have expected to fight her (even if she were horribly underleveled to reflect her loss of the Liberty Belt) and defeat her to deliver her to Malaise and Wade. As an alternative, a scripted event where she escapes by some clever ruse and I have to chase her down would have been nice.

    - She just gets shot and dies. No defiant last quip. No empty threat about angering Statesman, or hollow expression of faith that he would save her at the last minute. No special sad music. This is not how a former hero should go out. Not even in a villain-centric story.
    These are problems I've had, as well. I get that Alexis was supposed to be a "victim" in this case. That's fine. But did she have to ACT like a victim, too? Her being given a civilian model and made to cower and never show any sign of competence of any kind is just... Sad. Well, OK, she does have that one awkward grammar "You don't know the enemies you made this day!" or some such, but that's it. She doesn't come off like a former heroine. She comes off like... Like I'm kidnapping Miss Francine.

    Quote:
    Originally Posted by Kitsune9tails View Post
    Statesman: Where does our Marcus Cole live/eat/shop? Is he anachronistic and preferring a 'simpler age', or is he thoroughly modernized, with a Twitter account and blog? Does he show any signs of Emperor Cole's power lust, or is he baffled as to the evils of his alternate selves? What about his old con-man/heist-meister days...does he have nostalgia or is he ashamed of them? What does the word "Statesman" mean to him; does he feel he represents the USA these days, the hero community, or something else? As the premier hero of the world, does he have disdain for unproven young heroes, or a distant but fatherly regard for them? If he dies, what will we lose?

    Sister Psyche: How crazy is she; does she isolate herself to escape the voices in her head, meditate/medicate, or just endure? Why "Sister" Psyche; is she Catholic? (Yes, go there) How is she adapting to married life; is she a domestic type or does she have some kind of hobbies or career outside of herodom? How does she feel about Aurora Borealis and Calvin Scott, particularly in the current circumstance with Praetoria? Is she a feminist? Why does she use her powers for heroic ends, especially contrasted with her Praetorian counterpart? If she dies, what will we lose?


    Manticore: Manticore we know some things about, like his lifestyle, his contentious relationship with Statesman, his marriage, his public identity, and his underhanded dealings with the government. He is clearly both the shadiest and most proactive Phalanxer; possibly a Vigilante. However, here is an opportunity to explore his Heroic side, or to explore the fact that he is a pure Vigilante only a final Tip away from Villainhood.

    Citadel: The least known Phalanxer. There is tons to reveal here, from the extent of his programming and the nature of his sentience, to his relationship with other digital intelligences. How does he feel about the Internet? What does he beleive about the nature of the soul? How does he feel about media portrayals of beings like himself? Does he dream of electric sheep? How was he accepted as a Phalanxer? Does he have hobbies, preferences, aspirations? If he dies, what do we lose?
    I very much agree with this. In fact, that's been a running problem with this game since day one. As the Surviving Eight are all either trainers or TF contacts, many people never really had much to do with them, so we know next to nothing about who they are, what they aspire to or what they do on their off time. Of course, there are the Top Cow comics, but... Ugh. In essence, these are all blank slates. In fact, when Positron shows up in that one mission for Ambassador Khur'Rekt and says "Synapse will never let me live this down!" as he is defeated, I'm left thinking "Huh? Is that the kind of relationship these two had? I didn't know that."

    I'm supposed to care about these people, but I'm supposed to care because the narrative tells me I'm supposed to, and because their faces show up on the loading screens and up in the forum background pic. However, they've received no development to speak of, and so when they start dying, it feels cheap and pointless. It's as if the studio is desperately trying to get a rise out of us, so they're killing people to sock us. But like John McLane letting Hans shoot Ellis, we're put in a position to watch a character we don't know or care about get killed. It's not emotional enough to be "deep," but it's still a good person getting killed, so it's just emotional enough to be annoying.

    Far as I'm concerned, "Who will die?" is a waste of canon characters. Killing them off for a publicity stunt just makes me feel unclean.
  20. Samuel_Tow

    WIR? (Spoilers)

    Quote:
    Originally Posted by Zem View Post
    As to killing off a minor character rather than developing him/her further, so what? Again, I don't think there'd even be a thread if they had invented Statesman's son a while back, never developed him, and then killed him off here.
    It would have had the same impact on me. Depowering, humiliating and ultimately killing an unambiguously good character, especially if you make it the central point to a larger narrative, is something that should be treated as a very rare commodity. It's something you plain and simple DO NOT DO unless you have a way to make up for it, and make up for it big. And with a story arc promising that someone will die, it looks like they'll make up for it with another depowered, humiliating, devastating death.

    When Lt. Sefu Tendaji died, it worked because the character had been built up to be pretty much as close to an unambiguous good guy as you can get, and he had been given many chances to be a hero, both in the literary sense and in the practical sense. When he died, he died fighting to protect the people under his command and when he died it served to strengthen the resolve of Captain Deitrich. Sefu's death, while tragic and painful, made everything simpler, purer and much more powerful. In a single action, this ended the rivalry between Longbow and Vanguard, it steeled Wilhelmina's resolve to see Nemesis fall and it probably made her a better person for having suffered through it.

    Sefu's death was tragic, but it was constructive. It was something I hate to see, but having played through the events, it ended up something I would not have changed, because without it, the story would have suffered. Sefu's death mattered, it had meaning, and its results made up for the tragedy it introduced.

    Alexis' death is just gratuitous, and all it accomplishes is making things even worse. Even though we didn't know much about her, she still deserved better than this. Maybe not from the villains, granted, but she deserved more from the writers. Regardless of whether this is Markus' son or Markus' daughter is immaterial to the broader result that her character was essentially *****. No, not physically, probably not even mentally, but narratively. Her death was a bad thing, but this bad thing should have led to something good, it should have led to renewed resolve, it should have led to a lessening of infighting and intolerance, it should have led to a greater focusing of efforts and powers. Even though she died an inglorious death, this inglorious death would still have mattered if its repercussions had made up for the tragedy.

    But no, completely the opposite happened. We killed a canon character so that we could embarrass another canon character, devastate another still, expose another besides that and overall cause no end of bad things. And we ended the ******* story on it. And I would bet my metal-tipped tail that SSA4 will bring more of the same, because no-one in City of Heroes can be happy or dignified. Everyone has to be dragged through the mud by the hair. Everyone has to be broken, humiliated and devastated. Because that's "dramatic."

    Meaningless, gratuitous deaths that serve to only make the narrative darker and darker with every passing step are not interesting to read about. If they added up to something positive, then sure, I'll stick through the dark parts as long as there is light at the end of the tunnel. Only in this case, that light is a methane gas explosion in the distance, coming in to burn me in my boots.

    ---

    I am done with depressing storytelling in this game. If the writers are incapable of producing work that isn't intentionally depressing, dark and relying on downer endings, then I'll stick to CoH and CoV Launch content, at least where that hasn't been replaced with a crapsack world yet.
  21. Quote:
    Originally Posted by Gray_walker View Post
    I'm a 60 year old retired man so the opinions of people I think of as children don't really matter a lot to me.
    Quote:
    Originally Posted by Gray_walker View Post
    My opinions and concerns are as valid as anyone here's.
    These two do not match.

    Furthermore, engaging in self-centred brow-beating of random people with blanket statements like that neither accomplishes anything nor demonstrates actual maturity, for a definition of "maturity" that does not equal "chronological age." You call people "children," yet your behaviour in this thread has been the most childish of all. You throw a tantrum that the servers are not up, reject realistic explanations for why they may be down and proceed to insult your fellow posters.

    Six times the behaviour of a ten-year-old does not inspire respect in people half your age like I am. It inspires us to roll our eyes.

    ---

    So the servers are down. Show some maturity and deal with it. If you come here looking for sympathy, then do the sensible thing and show some sympathy of your own. That way, people who don't like downtime (like me) would be much more inclined to side with you, as opposed to feeling patronised because we're not old enough to matter.

    *edit*
    And you wouldn't have gotten anything if you hadn't indulged in one of the world's oldest malicious arguments: The self-fulfilling prophecy. If you insult people, then "predicting" they're going to lash back at you is not a prophecy. If your own actions make your prediction come true, then it's not the poor results you should lament, but rather what you did to cause them.
  22. Samuel_Tow

    Trial AV scaling

    There has been official comment that Trial Bosses do scale to the number of people in the actual Trial, as do other aspects of the trial beyond spawn sizes. Unfortunately, I can't tell you what scales in what way since my lack of interest in raids means I completely forgot what the post I'm referring to said or where to find it.
  23. Quote:
    Originally Posted by Prof_Radburn View Post
    Thats what the lady said 2pm to 8 pm 6 hours long
    Correction. Are we confident that this publish will be meaningful Issue or sub-Issue, as opposed to a hotfix or a minor patch or, as has been theorised in the other thread, the Market pet?

    If it's I21.5, then I do see that as a problem in launching it this late in the week, and it's a problem in the sense that people will be working overtime. If it's just a regular patch, though, it seems pretty benign.
  24. Quote:
    Originally Posted by Spectral_Ent View Post
    I think I'll know if I'm going to hate it as soon as I see the loading art.
    Interestingly, I don't have a problem with the loading art on this one. I'm generally very picky when it comes to these things, but I don't really have any actual problems with the Statesman looking through a window into the morgue. Well, except to ask why Alexis' ankles are so skinny if her feet are so big, but that's minor.

    Quote:
    Originally Posted by Issen View Post
    ...The Shining Stars are in the SSA arcs now?
    The Shining Stars and whatever Dr. Graves' cadre of idiots is called are in a lot of new content. It was disappointing, but not surprising to see this. Every time a new writer sits down to write, he or she makes new recurring characters that show up everywhere. Take, for instance, Faultline and Fusionette. They showed up in I8's Faultline remake, then they were almost everywhere in I10's Rikti War Zone revamp. Then Praetoria showed up, and for a while everything we got had to involve the Praetorians in some way or another.

    Once upon a time, players complained that none of our contacts were memorable and none of the named bosses were meaningful as they didn't show up again after being defeated. This was somewhat rectified as far back as the I1 arcs where Crimson and Indigo have lots of personality, Melvin keeps showing up, Moment keeps showing up, Nemesis makes several appearances, C'Khelkah turns up a few times and so forth. However, it wasn't until Faultline that we had characters who showed up across a huge level range and "levelled up" with players, as it were. For instance, when Fusionette first shows up, she has a regular tights costume, but when she shows up again in the War Zone, she's sporting Vanguard gear.

    Personally, I'm not a big fan of this, for the simple fact that if you don't like the characters to begin with - and I don't like any of the Shining Stars beyond Twinshot - it starts to wear on you. It also makes the world feel much, much smaller. Once upon a time, if a hero needed to become involved in a story, that was a hero of the city with his own story and past, but it was a different hero every time. That's to be expected in a City of Heroes. With this many, running into the same one twice should be rare. Even on bank heist, you still had a pool of heroes who could turn up to stop you, it's not always the same one every time.

    Now, though, we seem to keep running into the same heroes over and over and over again. Why? What's so important about Twinshot and her wacky miniboss squad that means they have to be in EVERY mission where a non-signature hero is required? You'd think in a city this big with this many heroes, you'd occasionally run into someone you haven't met before. But no, it's always Twinshot and the Shining Stars, because they're the current fad.

    I want to point out that this really isn't a big complaint of mine. Recurring characters are not a bad thing. I was happy to see Duke Mordrogar show up as a CoT possessed mage, I'm always happy to see General Aarons show up in missions that concern matters of national security and I appreciate having Akharist turn up again and again to address matters of magic. If the cameo is rare, or it makes sense, it's always pleasant. If it's just for the sake of ramming familiar faces down our throats, though, I'd like to pass. This city should have more heroes in it than just those five.