Samuel_Tow

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  1. Quote:
    Originally Posted by Carnifax_NA View Post
    Banners I find less annoying, mainly because I don't run Hunt missions, if I'm forced into one I'll auto-complete it instead.
    Not a bad idea, actually.
  2. This is the last time I'll respond to this line.

    Quote:
    Originally Posted by Arilou View Post
    You have a VERY different definition of "beat-em-up" than most. Streets of Rage is a beat'em'up. That has.... Pretty much nothing in common with City of Heroes.
    Streets of Rage is also 20 years old, if not more. Beat-em-ups these days have a solid, if vague storyline. Shank, for instance, is nothing more than a Grindhouse style violent slaughterfest focusing on a guy shanking people in a 2D side-scroller, yet that has enough of a story to make for a Hollywood blockbuster worthy of Machete. I understand that's not saying much, but story is very much there. Hell, look at Capcom's all Aliens vs. Predator arcade and you'll notice that has enough story to make up a movie, too, and that's also about 20 years old.

    Quote:
    At no point are you not give enough information to complete your task.
    The mission objective gives me enough information to complete a task. That's not what I'm talking about. Quite a few of the new missions don't give me enough information to understand what's happening, however, beyond the very immediate next objective. However, I can't follow the story without background information which the story doesn't provide.

    Easy example: When Praetorian Penelope Yin calls me, I see a picture of Metronome. Erm... Who the hell is Metronome? How do I know what he looks like? Have I met him before? Well... No, actually. Metronome is part of a Loyalist Responsibility arc where his nature is revealed, and Penelope Yin is part of a Resistance Warden arc. What's more, having run the Responsibility arc that had Metronome in it, I understood that he has no physical bodie and instead jumps between the different clockwork, therefore there there wouldn't be a picture of him to see, unless I saw a picture of a random Clockwork.

    Most Praetorian story arcs are written well enough to where you don't need to have run parallel arcs to understand them, as the basic premise is given to you. However, Penelope's arc in particular is... Well, not.

    Quote:
    But there is only one story here: The stoy of City of Heroes. All the arcs are just that, story arcs, within the greater narrative.
    There isn't "one story" because a story assumes a beginning, a linear middle and an end. If your story branches out, then it's multiple stories. If a story is comprised of multiple unrelated storylines, then it's multiple stories. There is one world - that of City of Heroes (as a general catchall for CoH, CoV and GR), but there are many stories within it. Saying there's just one story in City of Heroes is like saying "But there is only one story herE: The story of DC."

    Quote:
    Again, at NO POINT in the game are you even remotely required to do that. You're demanding that it be dumbed down since you don't want to deal with optional content!
    I'm not required to seek out additional lore in the same sense as I'm not required to play the game to begin with. No, I don't need extra lore if all I wanted to do was to push buttons and see things explode, but I rather enjoy an interesting story, one story at a time. I prefer being able to understand that story while I'm experiencing it, as opposed to two weeks later when I do a tie-in story and go "Oh! So THAT'S what they meant! Well, it all makes sense NOW! If only it had made sense then..."

    I hardly think that asking for a story to be self-contained is asking for it to be dumbed down. I'm simply asking for a complete experience. Stories don't have to be fully appreciated by people with a loose grasp on obscure lore, as everything should feel like it ties together, but stories should be capable of being comprehended by people with a loose grasp on obscure lore just the same. I should know what I'm doing and why I'm doing it, just just what I need to press and who I need to kill to appease to octopus that lives inside my head.

    A week ago I jumped into Splinter Cell: Conviction, having never played anything beyond the original Splinter Cell, and remembering precisely ZILCH from that. As such, I didn't really know who many of the people in that game were, but luckily, I didn't have to. These people introduced themselves, their backstories were given in brief, their motivations and roles were made clear and I was able to follow the plot and follow the story just fine, despite missing completely and entirely any backstory the game may have wanted to build on. I'm sure that if I were actually aware of these things, I'd have understood more and probably been more immersed much better in the experience, but the game did a good job of NOT alienating me if I weren't a fan of the franchise.

    That's a self-contained story with room for expansion if you know more than nothing starting out. That's all I'm talking about. You make it sound like all I want is to shoot people in the face and skip all the cutscenes, when that couldn't be farther from the truth.
  3. Quote:
    Originally Posted by Ultimo_ View Post
    I personally like lots of stuff like that. That kind of thing is what made Vampire: Bloodlines so good. Remember the Malkavian Primogen's house?
    Vampire: The Masquerade - Bloodlines is the one game which utterly confounds me, personally. Not because I can't follow its plot, however, but because I never understood why it's so popular. Then again, I really couldn't stomach the endless brown and the crappy controls long enough to see much of its storyline, so I assume that's where the fascination comes from. Good game with a crappy story is much easier to stomach than a crappy game with good story, I suppose.

    What confounds me more, however, is I never, ever hear anything about Vampire: The Masquerade - Redemption, which I feel was a far superior game. Sure, it wasn't a very GOOD game, as it was a heavily dumbed-down click-n-kill RPG, but its story, I feel, was pretty immersive, in the way Christoff went about his whole transformation into a vampire and his quest to free his love of all of one chance meeting. I never really understood what Vampire: The Masquerade actually is (either a series of books or a pen and paper RPG), but Redemption balanced gameplay and story much better, in my opinion. And it started off with a bit more class than dumping you in the middle of a ghetto.

    Quote:
    The only time I'd say they should be there is if you're trying to solve a mystery or something. If you never have to deal with red herrings or sort through information, there's not much of a mystery. Of course, CoH doesn't do this at all, but in principle this is how I think it should be.
    See, this I will agree with. If the actual POINT of the game is to figure out a mystery based on things you learn and hear, then I agree with story elements being scattered about the world for the player to go out and look for. However, in this case I don't think we can class them as extraneous, because they are actually part of the specific storyline. Whether the game leads you on a linear path through said story elements or plops you down in a time and orders you to go find those story elements, they're still within the self-contained story.

    The best example of this is probably the CSI games. In those, you don't really have a plotline to follow as such, you more have a collection of clues and your task, more than anything else, is to find all the clues and put them together. The point of those games is to know everything there is to know, because eventually, that'll tell you the identity of the murderer, and usually his motivation and methodology, as well.
  4. I am sick and tired of "invasions." Have been sick and tired of invasions for years now. I don't want another copy-paste invasion with palette swapped spawns that revolves around a massive lag-fest mosh pit. This is easily the worst part of the entire game, by far. Not only is it boring, but it's so much "fun" to have a Banner event remove all street spawns from a zone, making that hunt mission in that zone you needed to advance your story arc practically impossible to complete for quite a while.

    If they want to make more events, they should be less brain-dead than just spawning lots of enemies and shouting "Round 1! Fight!" Steel Canyon fires are a good example.
  5. Quote:
    Originally Posted by BigFish View Post
    And if CoH/V moves to a 2 tiered business model, they'll have my support. It'll probably extend the lifetime of this game I enjoy another 5 - 10 years. Just think about that
    Well, obviously, if I had to choose between F2P and game shut down, I may be inclined to accept it. I like the game too much, after all. But I'll leave that choice to be made for when it comes about. I see no reason to try and suggest this change now, based solely on "Why not?"
  6. Quote:
    Originally Posted by Memphis_Bill View Post
    Lughebu is not the Sleeper. Lughebu is one of the Banished Pantheon's... er, pantheon. The initial Prima guide mentioned it was Mot, I'm not 100% sure that's corroborated elsewhere.
    As I understood it, Lughebu was the leader of the pantheon of gods who started killing and consuming other gods to boost their power. They grew so powerful that they couldn't be defeated, so Tielekku managed to banish them off... Somewhere, I don't think it's explained. I presume their cultists are looking for a way to bring them back.

    As for the Sleeper not being Lughebu... What Sleeper? I assume we're not talking about this one?
  7. Quote:
    Originally Posted by EU_Damz View Post
    So when we see a player we just teamed with on our 50 but now on our level 1s, they are flashbacking to this time to warn us of the rikti invading us again?
    Each player is an island unto himself, hero of his own story with everybody else being "off doing something else." This isn't a storytelling device, it's the only sane way to make a game that doesn't involve making unique content for each character.
  8. Quote:
    Originally Posted by Scythus View Post
    Considering our allegedly similar tastes, you already stated you like this game because it's allegedly a "beat 'em up." If so, show me the combo of buttons on the Martial Arts set that allows me to throw a Hadoken.

    The game is a MMORPG. That's why it's a sandbox world with interlocking storylines and trivial lore. It's supposed to feel like a real world where a bunch of stuff is happening, already happened, and will happen. You take the role of your character (thus the RPG part) and intreract with the world around you. For all hints and purposes, you are that character until you log off.
    I don't think you understood what I meant. I'll assume the "hadouken" commentary was sarcasm, since no beat-em-up game I'm aware of actually has that, it being restricted to Street Fighter games, all of which are fighters. But even sarcasm aside, you CAN play City of Heroes as a beat-em-up if you wanted to. I actually do want to, and that's what I do. A beat-em-up game very much CAN have a plot. Look at Oni, Soul Reaver, The Force Unleased. All of these games have stories, and pretty interesting and detailed stories, to boot. Sure, they're not very expansive, but that doesn't make them bad stories or, to make a point, non-existent ones.

    It's true that City of Heroes is built on an open-world sandbox model. When you have multiple players needing to interact in a non-linear way, you kind of have to. The very least you need is a hub gathering place. This is not, however, a storytelling device, but rather a mechanical necessity. You can't have an MMO that locks people on a strictly linear path, because then finding each other and playing together would be a right pain. Multiplayer versions of singleplayer RPGs always make the concession of at the very least fast-travel locations to move players along the linear path, such as in Diablo 2 or Dungeon Siege's Utraean Peninsula campaign.

    However, where more "expansive" RPGs fail me is the fact that free-roaming and lore exploration is literally all they offer. Baldur's Gate doesn't offer much of anything interesting if you just follow the main storyline, and that's if you're strong enough to complete it without levelling up off side quests. Bad guy shows up, find out about bad guy, find bad guy, kill bad guy. The end. It's not an interesting story. What sells this game is its rich, engaging world and wealth of lore scattered about it. It's not an experience so much as it's a place.

    City of Heroes very much CAN be this... But it can also be something else entirely if you choose to play it that way. If you want lore, there's lore scattered about in plaques, badges and external references, as well as a wealth of information to be had just going through the game and taking notes. When I forgot who it was made City of Lore recently, lore was pulled out from all over the place, like Paragon Times articles, obscure developers posts, forgotten manuals, conflicting information and more, showing that lore is there for the taking. But I still managed to play through the entire game I think eight or nine times now, going off just what the game gave me as I went along, and what the game gave me was basically what was immediately relevant.

    I learned about the Circle of Thorns thorn blades when it became a plot point to know what they were really using them for. I learned of the Rikti's true nature when I had to explain why they'd need human organs. I learned of the Knights of Malta when they made a move and Crimson decided to exposit a bit, as I needed to know what I was going up against. I learned of Cimerora when I got to it... Actually, no. No, I didn't, because Cimeroran lore is peppered throughout all of I11 missions, whether they actually relate to Cimerora or not. It's stuffed in the Origin of Powers arc, of all places, and it... Really doesn't have that much to do with the story itself, though given the narrative quality of the Midnighter's Stuff, I'm inclined to ignore it.

    What I actually criticised has been more the case lately, in fact, to the point where the game has utterly lost me on just what the Funk and Wagnall is supposed to be happening with the heroes and villains of the old world. One mission Frostfire's trying to play up the big guy and be a villain in Paragon City again, next mission he's trying to leave the Rogue Isles because he wanted to be a cop. One mission Mangle's psychic and in Paragon City, another mission Mangle's in control of the Slag Golems. And then I keep getting these intentional cross-references that I simply cannot follow, even when they're to events I should otherwise know about. There's this Council weapon in Paragon City, but then there's this Council weapon in the Rogue Isles, and for the life of me I can't figure out if it's supposed to be the same thing. The I17 story arcs keep referencing Praetoria for... No real reason other than because Going Rogue was just around the corner, and referencing each other even though I'd have no idea why a 5th Column base in the Rogue Isles being destroyed would be pertinent.

    The new stories we're getting these days are not self-contained, thus I fail to understand them because invariably, I've either missed or forgotten what they're referencing and what I'm supposed to know already. I have no idea what the timeline behind tip missions is supposed to be, who starts out where and turns into what, and it isn't helped by the fact that I haven't done Safeguard missions ever and paper missions in a year so I don't know who's supposed to be a villain turning good and who a hero turning bad. And this isn't coming from a new guy who just picked up a large established universe and can't wrap his head around it. I know my lore. I've been here since the start. And even so these new missions take my head for a spin.

    Why I say we have similar tastes is because we both want a story, despite your efforts to convince me I don't want one. Where we disagree, it seems, is how self-contained this story should be. I firmly believe that a story should be told in such a way that I don't need to be running other stories simultaneously in order to follow its plot. I don't mind stories referencing past events, or even concurring events, if they take the time to explain them and their relevance in the actual story, as many of the old ones do, having been built with the assumption that you haven't done the prerequisites.

    "As you may know, Crey is in dire straits now." my contact says. I'm not told why or who put them there, the game not having a way to know if it was me who put Countess Crey behind bars or not, but it doesn't matter. What IS relevant is that Crey are under pressure and desperate, and the story unfolds around that. That is a self-contained story which references a past event in such a way that, if you were aware of it beforehand, it's a neat continuation, but if you weren't aware, the story still proceeds to its satisfying conclusion.

    What I want is, in fact, a story which exists as a cohesive narrative, and which is structured in such a way that I can enjoy it even if I haven't done my homework, as it were. Relevant backstory should be explained or at least stated as fact, and the story should end on a satisfying conclusion that makes me feel like something is achieved. Extra lore beyond that does not detract from the experience, even if I'm tripping over it just going about my business. Where it runs afoul is when I'm REQUIRED to hunt down this extra lore if I want to know what the flying Dutchman is going on with the plot of this story.

    ---

    But again, that's me. Since you seem fixated on telling me how this game is and how I feel, then allow me to return the favour and guestimate that you perhaps prefer a more free-ranging experience that has more a history than a specific plot as such. If you will, you prefer a world that simply exists and presents you with seeds for plots of your own, a world you can explore, learn about and immerse yourself in. If anything, this sounds more like what Everquest or one of the older MMOs would offer, as the majority of their content was just that - freedom. You are given a character, plopped into a world and told to go find ways of amusing yourself, be they violence or scholarship, or possibly hard cash business.

    I'm not sure City of Heroes is built quite like this, in turn. Touting its genre as an MMORPG (something I've seen officially stated as an MMOG at least once, by the way) does us no good, since the genre itself is far too broad to extract definitions from. Once upon a time when Jack really wanted his game to be based more on an "if you build it, they will come" model where players were expected to just go around killing stuff and doing one-shot missions that gave little story tid-bits to be put together by those so inclined, I might have agreed. It would also have been, and very much was, a game I had not much interest in playing long-term, because the lack of consistent plots and the heavy emphasis on free-roaming alienated me. These days, City of Heroes is more built around the intertwined storylines than anything else, being less an amalgam of concepts, factions and backstories and more a tangle of competing (and often contradicting) storylines.

    In a sense, the more the game develops, the more it turns into the kind of game I like, with a heavy focus on continuous storyline to be experienced at the expense of a broader world to be explored and lived in. In fact, each new update has brought more and more story and less and less realestate, adding more depth to the experience, but adding very little breadth. Even City of Villains, easily the largest of our expansions, only brought us a handful of unique factions and mostly expanded on City of Heroes storylines.

    Praetoria, popular as that may be, consists of exactly three factions, those being PPD, Resistance and Syndicate, around three minor factions, those being Ghouls, Destroyers and I believe Clockwork count. There is a wealth of storyline in there, to be sure, but at a total of three zones, there isn't much to explore. Furthermore, practically the entirety of the Praetorian backstory is part of the ongoing storylines, because everything that there is to know about the world (that is so far currently knowable) is an integral part of one story or another. The interconnectedness of the storylines does confuse me more often than not, but once I've played through all of the arcs presented, I'm sure it'll be easier to follow the timeline.

    But this isn't really the discussion I was interested in. The game is what it is, and I either pay for it or I don't. I haven't set out to change the developers' minds, or to show players some absolute truth. It's a question of what we prefer to experience. In fact, most of the people I DIDN'T quote game me pretty much the answer I asked for. The reason I didn't quote them was because there isn't much to say about how someone likes his gaming experience. Not much that would be meaningful, anyway. In fact, Arilou previously stated that "I love getting information about cultures, societies, economies and religions of the fictional worlds I explore." I love that someone is this clear on what they enjoy and seek out, even if our tastes differ, and knowing what people prefer gives me a better understanding of just how alone I am in my position.
  9. Quote:
    Originally Posted by Steampunkette View Post
    Can't get behind you on THAT one, Sam.

    Option A: No Tiered Playing, Low-ish Population

    Option B: Tiered Playing, Higher Population made up of people who can make themselves higher tier if they're willing to, or can enjoy the game without it.
    I know it probably speaks ill of me to say this, but this sounds an awful lot like selling your soul for money. And from my personal perspective as a player more than my assumed perspective as a completely clueless "developer," I prefer a game that does not feature "second-rate citizens," even just optionally. It's a practice I disagree with, and as a customer am willing to accept a lower production value if it ensures just that.

    To me, the friendly attitude City of Heroes has and its tendency to make us entitled to practically everything is a large part of the value I place on the game. I'm not sure more people are worth destroying that by corrupting one of the largest draws that this game has for me.

    I don't want to play a F2P game, which is why I instead chose to play a subscription-based game when there are more F2P games out there than I know what to do with. I am in particular not interested in having my game change in what has to be one of the most fundamental ways I can imagine right under my feet.

    In short, going F2P might bring in more people, but that doesn't guarantee it will bring in more revenue, and it's likely to cheese off at least a few people. In a game with a playebase that's this thickly made-up of old farts, that's not a safe bet to make to see what if.
  10. Quote:
    Originally Posted by Scythus View Post
    CoH has enough trivial lore to keep me decently hooked and I wouldn't change it for less in any way. I haven't made a single character that doesn't have a bio.
    I know that may seem like a vague position, but this is exactly what I was looking for with the original question. We all want SOME plot and SOME trivia, I think. The question is how much is enough, and from this I can sort of conclude that you're not among the people who want... Well, an expanded universe written about your expanded universe, so to speak. That's kind of what I meant.

    I will admit - Arkham Asylum was the inspiration for this question, and for one simple reason: It was filled with backstory on the DC universe, but a lot of it had nothing to do with the actual game. Not being a comic book fan, much less a DC fan, a lot of it left me cold, because I neither knew these characters nor really cared about DC all that much. The bigs, like Superman, Batman and maybe the Flash I could conceivably be interested in, if written well, and Arkham Asylum's Batman is nothing if not written well. But Tweedle Dee and Tweedle Dum? Eh!

    Even though it sounds like I hate RPGs and you like them and we shouldn't really like the same thing, I dare say we're closer in taste than it may appear.

    Quote:
    Originally Posted by Nethergoat View Post
    ridiculous over-explanation in popular culture is an epidemic with no apparent cure.
    AKA the Star Wars prequels, right? And I agree with you here. I never understood why the Force had to be explained as being Morticoccus or whatever that's called. I can never remember. It took what was originally a story of philosophy an mysticism which provoked contemplation and introspective, and turned it into... Well, the Doom movie. And, um... Why? So that Qui-Gon Jinn can test the kid's blood with a Force Measuring Device? Eh!

    My own example would be the Matrix. The original movie doesn't really give out much, and it mostly suggests several interesting prospects while leaving them to the imagination. For instance, the way Morpheus talks, he almost feels like he did indeed see the future much like the Oracle does, which would be why he talks more like he has prior knowledge than like he has faith. Little is actually explained, in the "technical manual" sense, but much enough is suggested to keep a story working when it has both the hard science of the machines and the soft science of the virtual world where anything seems possible. And then we had a movie about a French stereotype, a pair of albino brothers and the complete humiliation of Agent Smith as a character I can ever take seriously.

    I agree with you in general. I don't need the plot spelled out for me in lengthy exposition, and I especially don't need the story to slam on the brakes so it can explore irrelevant lore that doesn't have any bearing on the plot. I don't REALLY mind if it's there in an interactive media that lets me skip it if I don't care, but in a movie it really sucks. Basically, anything that's told to me by a story has to answer to one single question: Why should I care? If the answer is anything other than "Because it's interesting to know!" then I don't mind.
  11. Quote:
    Originally Posted by Steampunkette View Post
    And a Free To Play game of City of Heroes' magnitude would almost certainly have 2 pay schedules. Either you pay the standard $14.99 a month and get free access to everything that you already do, with no access to "Booster Packs" or special items or equipment which are basically short duration buffs that you purchase from a store without paying for it, separately. OR You can be a Free to Play player with access only to a certain number of character and costume slots. You'd also wind up with limited access to some current and future "Adventure Packs". For example: a limit on how many Task Forces you can run in a day, or whether or not you can enter Cimerora/Oroborous/Architect missions.
    Which, again, is a game-ender for me. The one thing I do NOT want to see in this game is players being tiered into different groups with one having a distinct, tangible advantage over another because they pay more. This is the sort of thing that makes real life harsh and unforgiving and what utterly destroys the feeling of escapism that leisurely activities and fiction in general tends to bring, and on which it tends to sell.

    Granted, there are games out there which sell themselves as being harsh, ruthless and full of developer-encouraged griefing. Granted, there are those, but I don't want THIS game - this being City of Heroes - to be among them.
  12. Quote:
    Originally Posted by je_saist View Post
    if, for some reason, the player somehow enters a code that only unlocks a single faction / side, Customer Service was activating the other faction / side of the game manually.

    The system is supposed to be setup so that buying City of Heroes or City of Villains or entering a code unlocks both games. Doesn't mean it always works.
    That's probably what I remember. I admit I was going off hazy memories, but I distinctly remember people buying one side's game and getting access to that side only. I must have missed whoever was posting it following up with that fix.

    If CS would fix your account to owning both versions if you both just one half of the game, then I was wrong in spirit, even if not in practice. It means they really did unify the game, and the instances of one-side-only accounts are unintended. Oh, well. All the better.
  13. Quote:
    Originally Posted by Forbin_Project View Post
    That's what I mean by merged. When they were first released if you bought one you didn't have access to the other faction until you bought the other game.
    I'm pretty sure that's still the case, actually. They merged accounts of existing players, but future accounts can still have just one game or just the other. It's just that no-one in their right mind would buy just one when both together cost the same amount.
  14. Quote:
    Originally Posted by Scythus View Post
    It's very obvious: Sam doesn't like RPGs and thus shouldn't be playing them. Unfortunately, CoH is a MMORPG.
    In short:

    City of Heroes is also a beat-em-up, as well as a "make your own action figure" adventure. It's one of the lightest games when it comes to both RPG and MMO elements, and that's part of why I'm still here and not playing the myriad other RPGs out there. City of Heroes also does a good job of keeping its relevant lore in its relevant story arc and its irrelevant lore in places where I'm unlikely to run across it unless I went looking. Which is pretty much ideal, as far as I'm concerned.
  15. What, exactly, are you arguing here, Slashman? That I'm wrong to hold the opinion that I do?

    Quote:
    Originally Posted by Slashman View Post
    You describe additional information that is not directly tied to the plot of a game as extraneous and not needed to enjoy the game. But then you say that you know a lot of people enjoy having that in their games. If a lot of people enjoy it, it is most certainly something that contributes to the enjoyment of the game for the majority of people playing it.
    This entire thread is personal opinion and personal preference. I don't pretend to speak any universal or absolute truths. The cornerstone of the whole thing was "Do YOU need these things?" as a driving question, yet you spend the majority of your time doing... I don't even know what that is.

    A lot of people enjoy additional information. I don't. Where is the contradiction here?

    Quote:
    To say that developers believe that this is the only way to make a good game is actually misleading. On the whole(and there are probably only a few exceptions), developers who make a certain type of game, include things in their game which are commonplace and expected in the genre. This is because their target audience is generally expecting these things.
    The feedback loop of developers doing things because people expect them and people expecting things because developers do them is what's caused almost every MMO currently on the Market to be just about the same as every other MMO. Apparently, that's people want, if that's what people want, then more power to them. But you contradict yourself. You say developers don't feel like this is the only way to make a game, then you say that that's the only way to make such a game because that's what people expect.

    And I intentionally left this vague. Can you really argue that "some" developers don't feel that adding extraneous bits of unrelated lore is the only way to make an engaging and immersive game? This is statement so general that you can't really argue with unless you know all developers out there, which I don't think any person alive does.

    Quote:
    Some things, you can argue are not needed.
    I never did. I specifically put "need" in quotation marks because I'm not using it in its literal meaning, and I expected this to be obvious. It's the same kind of "need" as people who "need" to have the best gear in order to play an MMO. They DON'T, but they WANT to, and if they can't get what they want, they lose interest and stop playing the game. Therefore, they don't physically need these things in order to play the game, but they psychologically "need" these things in order to enjoy themselves. I don't need to play computer games to live, food and water are sufficient. But I "need" to play computer games because, really, that's all I enjoy doing these days.

    Quote:
    Then let me tell you that you are not the target audience for Baldur's Gate.
    Isn't that exactly what I said?

    Quote:
    The thing is that I think you did miss out
    Again, isn't that exactly what I said? I know I missed out, and that doesn't bother me, because what I missed out on, I wouldn't have liked anyway. I don't mind missing out on things other people like that I don't. I don't mind missing the FIFA World Cup, I don't mind missing Lord of the Rings, I don't mind missing a Metallica concert, I don't mind missing a free trip to Paris. These are not things I like or want.

    Quote:
    To quit a game over its abundance would suggest to me that you have other issues than not liking lore, since you don't have to pick up every book you see or read through every scroll you find.
    My issues really consist of being irritated when something I don't like is a large part of a game I chose to play. If the game is doable enough even when ignoring these things I don't like, which tend to be extraneous lore and loads of side quests, then I will obviously stick around and play it while ignoring those things. I still play City of Heroes, right? I mean, I wouldn't be able to post here if I didn't have an active account.

    However, consider the games that do this: Every fan of Baldur's Gate I've spoken with has told me the same thing. If you ignore the lore, the side quests and the exploration, then you may as well just play another game, because that's what this one is "about." And I agree with them. Baldur's Gate never really had a combat system that I would describe as "good" (nor did Icewind Dale, for that matter) and its graphics were bad even for the time. There really wasn't much to it other than just the persistent world of the... Sword Coast, was it? I don't know.

    Point is, there really is no purpose to playing a game by ignoring the central feature of that game. Let's take something I played more recently: Gothic 3. Originally I surmised that this would have at least a somewhat linear main story like Gothic 2 did, but at several points I liberated a city and was left with no further instructions. I assumed the idea was to go liberate more cities (or join the orcs, which I didn't want), but this just really doesn't work for me. So I dropped the game and never went back. And will never go back, not just to Gothic 3, but to any Gothic game made thereafter, Gothic 4 included. These are not games for me. People who like them are well in their right to, but there are different games for different people.

    Quote:
    And yet I have no trouble at all knowing what games I want to play and which ones I don't. What I want to play at any given time, largely depends on my mood more than some arbitrary number of lore entries/side quests that I may or may not encounter while playing a game. What games I buy and invest time in are determined by the quality of the game and richness of the experience as it relates to the type of game it is.
    Which, again, is exactly what I said. If you can't give a simple answer to the simple question, then your tastes are broader than mine, and that's just fine. Unlike you, I don't have moods. I like what I like and that is always the same and always immutable. It's just a question of finding a game that fits that specific mould, or at least one that can be shoehorned into that mould without chipping off too much of its content. You already HAVE an answer to the question, which makes me wonder what it is you're arguing FOR when you're just repeating things I said earlier in the thread, but phrasing them as to appear like you're putting me down.

    Quote:
    Oddly, I've heard you say you like Mass Effect. That series is no less lore-filled than other Bioware games. They have whole novels based on it to fill in additional backstory. And about a novel's worth of lore in the in-game Codex.
    The difference between, say, Baldur's Gate and Mass Effect is that while Mass Effect has many books written about it that I will never read, Baldur's Gate, and especially Baldur's Gate 2 has all those books... IN THE ACTUAL GAME! Do you know how much background lore Darksiders has? TONS! There's an actual crappy comic book that comes with the game, which seems to want to explain the history behind War and the other Horsemen of the Apocalypse, the history behind the Angels' Hellguard, the demons' plot, Samael's fate, the Charred Council's politics and so on and so forth. There's a lot there... In supplementary materials that don't make it into the game. I don't have to read these, and I don't even have to know they exist. In fact, I didn't, for the longest time.

    Personally, the picture of the world of Darksiders that I'd built in my mind from what scant information there is was much, much cooler than what the comic book suggested it actually was. That stupid comic book damn near ruined the game for me by explaining how the plot was a LOT worse than what it had appeared before. Right there, lore and backstory ruined a perfectly good story for me because I had erroneously though it was a much better one. But I'd sooner mistakenly think a story is good and enjoy it than rightly know it's silly and scorn it.

    To give another example, have you any idea how much plot, lore and backstory the Legacy of Kain series has? I couldn't begin to figure all of it out, and it's been how many years? And yet the way these games present their story is unobtrusive. Where Baldur's Gate will shower you in dialogues about minutiae, Soul Reaver will string you along on the main plot and build the world around that with suggestions and allusions, but no actual "story" as such. Sure, Raziel might stop to give some background info on the location he's in right now, but that'll still be contained within two or three sentences, and will focus on the broadest aspect of it. "This is the old Vampire city. It's magnificent. And it's also built for winged creatures, where my wings no longer function. Confounded!"

    Again, I'm not trying to say what's GOOD or BAD in a game, merely trying to ask what YOU, personally, yourself prefer. I don't want to have to keep explaining what I prefer over and over again because... Well, "We know!" This wasn't my original intention. Please, at least try to pretend that my preference doesn't bother you and try to speak about your own preference. Objective truth on the merit of game elements isn't necessary here. We're not trying to defend a position.
  16. Actually, City of Heroes and City of Villains are not "merged." PlayNC simply tagged all existing accounts to be applicable for both versions of the game, but the separate versions of the game still exist on the Play NC Store, and I remember stories of people buying just one and wondering what happened.

    PlayNC either pulled all separate versions from actual physical stores, or stores refused to carry them, so for a while the only thing you could buy was GvE, which had both games, and every release since then, such as Mac and Architect, has had both, as well. I'm not sure if Going Rogue had CoH and CoV in it, but I think there is a version of it that does, too.

    And, by the way, the "merger" of City of Heroes and City of Villains was a gesture of good will / clever publicity stunt on the part of PlayNC when they bought the game over from Cryptic, to show us that they weren't buying it to scrap for parts and stop us from panic-mongering. For what it's worth, I appreciated it, and it seemed to go over very smoothly.
  17. Quote:
    Originally Posted by Slashman View Post
    When I play different types of games, I expect different types of things from them. I don't consider a game to be flawed if it does the sorts of things that can be reasonably expected from a game of its genre.
    There's a slight catch here: I don't consider games that don't conform to my "demands" to be flawed as such, but at the same time, I don't try to play them. There was a time when I fully believed I could play anything. And I did. I shake my head at the memories of horrible gaming experiences I've had expressly because I forced myself to play games I didn't like. Had I the presence of mind to actually stop and think about it, I'd have dropped Baldur's Gate like a hot potato the moment I got kicked out of the plot and made to explore side quests, and been a happier man for it.

    Look at it this way - the more you know about what kind of gaming experience you prefer, the more fun you'll have with whatever games you pick. If playing a wide variety of everything works for you, then more power to you, guys. You're better off than me. But here's where that plays up - I knew ahead of time that Dragon Age was "lore-rich" and "like Baldur's Gate," so I never bothered to begin with. Did I miss out? Probably, but I don't regret it. As it turns out, I'd rather replay Darksiders over and over again. And, hey, so long as I don't bother anyone by doing so...

    But again, applying a specific question to a broad field is precisely the point. Granted, if you can't give a specific answer, then your preferences are diverse and expansive. But if you CAN give a specific answer to that specific question, that this instantly gives an easy measuring stick to pick your games based on. I know I don't like "unnecessary" lore, so regardless of genre, I know I won't try games that look like that's what they're about. And that's not just Baldur's Gate and Dragon Age, by the way. Gothic, Fable, Hard to Be a God, Deus Ex and games of that type also fit the bill. And while I'm sure they're perfectly good games in their own right, I know ahead of time that I won't like them, so I avoid them to instead play other, "simpler" games.

    ---

    If I had to put down an example of what I like, ideally that would be the Soul Reaver model, which got cloned all over the place in recent years. To explain, the Soul Reaver model gives you a basic explanation of the world, and then proceeds to reveal storyline elements only as they become relevant to the current action at hand. For instance, we'll know Dumah exists because Raziel will have mentioned him, but only in passing. It's only when entering Dumah's fortress that Raziel will go into detail about that particular brother's story and motivations. Of course with a plotline as labyrinthine as the Soul Reaver one, you're bound to get a lot of clues dropped in out of sequence (though how many of those are ret-cons, I'll never know), but those themselves are only really explored as they are revealed.

    It's not just Soul Reaver, either. That's the same basic premise behind UbiSoft's Prince of Persia trilogy. In fact, you can map the three game's progress by that of Soul Reaver 1 and 2 plus Defiance, to a point. Basically, the Prince tells his story as it develops, introducing plot elements as the story gets to them, exploring them as necessary, and then moving on. That's more or less what I find to be ideal. I know it's probably not enough for people who want an expansive, immersive world in which to create and integrate their own characters, but I know that that's what works for me.
  18. Quote:
    Originally Posted by ClawsandEffect View Post
    Good games are set in a well-developed world, having that information available makes me feel like the gameworld is "alive". But sometimes I just want to punch stuff in the face and not worry about why this person needs punched in the face.
    Says the guy with a Deus Ex avatar

    Quote:
    Originally Posted by TyrantMikey View Post
    Originally, I felt pretty much the same way that The Distinguished Mr. Tow did. I'd get the contact, they'd ramble on about the mission, and I'd be thinking, "Yeah, yeah, whatever," and couldn't click "Accept Mission" fast enough.
    Just want to clear up what feels like a misunderstanding. When I talked about hating excess trivia, I meant specifically trivia that didn't pertain to the plotline at hand. Seeds for later stories I can take or leave, depending on how they're handled, but the actual main plotline of the story you're currently following is actually very important to me, and I enjoy having that be complex and elaborate.

    Just as an example, I really enjoyed the labyrinthine logic behind the PSX Metal Gear Solid game. There was a LOT there, much of it hinted at, much of it exposited in lengthy, unskippable cutscenes, but all of it related to the plot. All of it told me about the character I was controlling, the things he needed to do and the people he needed to interact, or whose actions had an impact on the story. Everything the game told me was important, even if marginally so.

    I suppose talking about things "I don't care about" is the wrong way to put it. It's more a case of things that "don't matter." If I go to FrostFire's lair to stop him, then I would enjoy getting a bit of backstory on the guy's past that turned him into a villain, as well as information on the Outcasts that's relevant to things that could help me better understand or defeat their leader. However, if I go to FrostFire's lair to stop him, I don't need to know what colour pants he wore as a kid, when the Outcasts were first formed or what gang legislation City Hall passed in 1947. This is not relevant to the story, therefore it "doesn't matter," therefore I don't want to know about it. At least, I don't want to run across it as part of my mission.

    I want stories that focus on telling themselves, not stories which branch out into ten different books with references, spinoffs and prequels. In essence, I don't want Amazons Attack

    *edit to clarify*
    I'm not trying to argue against people's preferences, just trying to clarify my own position and narrow the question down somewhat, as I left the definition of what a "complete" experience is out of the OP, it seems.
  19. Since I can't multi-quote across pages, I'll do this in two parts.

    Quote:
    Originally Posted by Jophiel View Post
    How does it negatively affect your gameplay to have an "overload" of information you don't want? The worst thing I can think of is that your own self-made bio doesn't match with game canon but that's a really minor complaint.
    Things that I don't care about constantly littering my way bother me. It's probably irrational and possibly even compulsive, but when I keep running into things that look important that I don't know if I want to explore or not, this puts stress on me. Every time I meet one, I have to wonder if I really care about this and should hunt more of it to get the complete picture or if I can safely ignore not just this, but ALL other things like it.

    In Arkham Asylum, I started out trying to read all the character bios. Every time I'd get a ping to hit Tab and read one, I'd roll my eyes, but hey - it's part of the story, so I should, right? Then I started getting bios for characters who weren't actually in the game that I'd only ever heard of, people like Mr. Freeze or Two-Face. Then I started getting bios on characters who I'd never even heard of, like ClayFace or Humpty Dumpty. And then I started getting bios on characters who seemed completely ridiculous, like Calendar Man and the Great White Shark, reminding me that DC have been around for something like 80 years. Just HAVING these bios in the game bugged me, because I set out to collect all the secrets and was so constantly assaulted by bios I didn't care about, which replaced my map button for about 15 seconds. And in a game without a minimap, you bet your fake cake I was using that map all the time.

    Even more irrationally, why trivia backstory bothers me is a case of "people who aren't like me are stupid." This is obviously not true, and I can acknowledge it on a logical level. Yet every time I see a person dig into obscure trivia to try and explain what happened to a character in-between movies when their life just wasn't at all interesting, it instinctively pisses me off. It's like the kind of gossip news I get told against my will from time to time. Did you know that Morgan Freeman got married at the age of 75? Um, no. Who cares? If he'd done that in a movie, then maybe I'd have cared, but even then it would probably have been a slice-of-life drama, and those bore me to tears.

    In recent years, I've found my "balance," as it were, in having a one-track mind. I do what I can to find only the things I care about and weed out all the chaff. I've caught myself yelling at moves for stuff to happen when a plot point lingers longer than is strictly necessary without any contribution to the mood of the work, as well as rolling my eyes at games that insist on showing a lengthy unskippable cutscene every time you die in situations where you can die ten times a minute. I was literally salivating at the gameplay choice of the next-gen Prince of Persia game where falling to your doom or getting killed gets melded into the actual in-game experience via a short cutscene such that it feels like part of the game, rather than a start-and-stop.

    At the end of the day, though, these things don't affect my gameplay, positively or negatively, once I figure out what they are and resolve to ignore them. I've nor read plaques in the City since 2004. Yes, figuring out what to ignore and what to engage in is sometimes troublesome, but that's how it goes. This was more a question if you NEED these things, rather than if you HATE these things.
  20. I try not to think about it. I've made a fair few villains who, while cool to play as because of their class, would be utterly terrifying to even consider their real existence.
  21. For what it's worth, and I realise discussing moderator action is itself against the rules, I disagree with this enforcement of the letter of the law even when it clashes with the spirit of the law. The reason we have forum rules, as I understand it, is to keep the forums a nice and friendly place that people can enjoy. This, as I have seen in the past, is best achieved by targeting specific problems as they occur and only wide-scale barring certain topics in extreme situations. This means removing "other game" mentions only in situations where they become problematic, rather than via search-and-replace.

    I've often said that the forums need more moderation, but somehow this always gets turned on its head and draconian rules applied such that LESS moderation is actually needed and applied, which strikes me as the wrong way to solve problems. This, in effect, is a re-run of what Ex Libris did when she moved S&I into For Fun because of precisely one guy who kept getting offended and precisely one guy who kept saying "No."
  22. No-one deserves a tumour in the brain. I hope she recovers.
  23. Quote:
    Originally Posted by Tidbit Jr. View Post
    You can always try immitating the colors, though matching it up is only going to look as good as your eye is at noticing the colors during other powers' animations.
    The easiest solution is to just make ALL of your powers custom and in a colour close to that of the original. The subsequent problem after that, however, is that custom power effects don't actually use the same sprites as Original effects. This is most easily evident for Energy Blast, where the original effects have a wide mix of blues and gradient "power bubbles" whereas the custom effects are much more strictly two-tone.

    The other problem is that even if you go all custom to match that one custom power which has no Original effect, you end up with powers that won't match your Epic of the same element, because Pools and Epics are, of course, not customizable and won't be customizable for the near future as they have apparently been shifted off to a "lower" priority. That, I assume, being the same level of priority that powerset proliferation "enjoys," of which we've seen two instances in how many Issues now?

    Quote:
    Kind of makes you wish they had a "default color" button for alternate animations/effects.
    I've suggested as much before, and BABs responded with what I interpreted to be confirmation that this was actually going to be the case on Live, in that custom power colours would default to something which matches a power's Original. Either I misunderstood him or he misunderstood me, because that has never been the case. Either a "reset" button to take colours back to something that's like the power would be nice, or at least having it default to that would help. As it stands, certain powers are notoriously hard to "get right" because they require non-intuitive colour picks, such as having to pick a very light purple and a very dark grey to approximate blue, or having to mix colours to get something in-between. It's even worse considering how transparency can make colours not at all like what you see in the editor.

    And even then, because of differing power effects, not all custom powers CAN be made to match their Original predecessors. I'll have to check out what I did for Energy Blast, but I was never able to replicate the original colouring, that much I know for sure.
  24. Quote:
    Originally Posted by Electric-Knight View Post
    Also, I'm not saying that the sparkles are awful, terrible or stoopid or anything. I just know that I, and others, have been disappointed when we see that effect.
    I could agree with alternate effects for these powers without argument, provided the effect still fit within the established theme of the set. The one problem you'll have is that any new power customization options added to the game these days don't seem to have "Original" colouring, as you can see in the alternatives in Super Strength and Martial Arts.
  25. I decided against quoting people, as there was too much to quote, so let's see if I can free-hand a response from memory.

    Someone brought up Baldur's Gate, and this immediately put a smile on my face, followed by a cringe. I played through the entirety of Baldur's Gate yelling "I don't care about any of this! Where's my plot!?!" While I understand many people like it for this precise reason - that being that it's more of a world and an experience than it is a point-to-point story - I just couldn't care less about the whole thing. When Baldur's Gate 2 rolled out, I wasn't even tempted to try it. A friend of mine did, however. He got half-way through, got sidetracked for a couple of weeks and returned to several pages' worth of quest journal and no memory of what story threads he'd left behind. Feeling like he'd opened a book in the middle, he essentially turned off the game and never returned. On the contrary, the Icewind Dale games have been much more interesting to me, and anyone who's played them can tell why I'd feel that way. If only I could ever kill the final bosses...

    Plaques in City of Heroes are the same way. Once upon a time, I opened up Vidiot Maps and went about collecting exploration badges for the Atlas Medallion or whatever that's called. Very quickly I realised that... I didn't care about any of these things. Not in the slightest. I don't care where someone stood and observed whatever, I don't care about the previous mayor of Paragon City... Hell, I didn't even care either way about the Might for Right act, and that's actually relevant to the story. Anything that's presented to me as idle information with no merit other than the circular logic of having information because it's good to have it, gets filed under "I don't care."

    I also have to agree with people that there is such a thing as "too much information" which can get in the way of character concepts. The Origin of Powers storyline, for instance, is a crime against the game as a whole, and is probably the single greatest example of fanon discontinuity the game has seen because it basically took ALL existing characters and re-wrote their bios for them while at the same time managing to not actually make any sense. One only hopes it was an elaborate ploy by the developers to introduce a ******** theory concocted by uninformed NPCs which will turn out to be wrong. Kind of like how Maria Jenkins now laughs at how stupid the idea that two Statesman can't exist in the same dimension because the Statesman's head is too big. It would be nice nice if one day Sister Psyche said "You know how I said there were no mutants before the splitting of the atom? Man, was I ever wrong! What was I thinking?"

    Going Rogue is actually even worse than that, at least in how it's presented to us. The world of Praetoria is governed by much more stringent lore enforced much more strongly. Our morality is forcefed to us, what we can do is limited by what Tyrant would permit and we're always members of SOME organisation. Too much background info adhered to too strictly, while it may make for a good story, really cripples people's ability to make characters who conform to the world's actual background.

    Which brings me to my final point - "fitting in." Years ago, I made a thread talking about how I couldn't seem to keep my characters' backstories in-universe, and kept having them come to Earth from a different planet, a different dimension, a different plane of existence, a different point in time or any combination of these. This still holds true. Someone mentioned trying to tie all of his or her characters into the plot and needing enough plot to do so, and then someone mentioned deliberately or accidentally simply never doing so. For my part, I actively AVOID tying my characters into Paragon City lore whenever possible, going out of my way to make up my own factions, organisations and even sciences. The reasons for this are twofold: On the one hand, I write my own stories and so benefit most from being able to take my existing characters into my own, personal universes and having them work. In Paragon City, they are essentially borrowed. On the other hand... I don't really like that many of the stories we have here. I tend to prefer my own much better.

    One final note before I go: Brevity. While it's true that many characters' biographies can be condensed down to a few sentences, doing so is often a disservice, especially when the character has gone through a lot and had many things defining him. For instance, Batman in Arkham Asylum is defined, essentially, as a super genius detective ninja scientist whose parents died and dresses like a bat. While that's pretty much all you ever really NEED to know about him, it just doesn't make for a very interesting read. In fact, part of what I don't like about background info in general is that it's not interesting to read. It's just... Info. It's not a story, it's just information laid down in case I cared. Which I don't.

    Take the counter-example: Cryostasis, a game which has no plot, because the entirety of the game "never happened." Throughout the game, you keep finding these bits of a story called Danko's Heart, which... Doesn't really have anything to do with anything, at least not that I could determine. But because it's told like a story and written pretty well, I was actually interested in hearing it narrated. Well, not so much "interested" as "not bored out of my skull," but you know what I mean. I shouldn't be reading background info because I need to be informed. I should be reading background info because it's a good story, which it simply isn't in practically any game I've played.