-
Posts
746 -
Joined
-
Quote:This goes back to the point of what is appropriate for the setting and type of game the MMO is. None of that stuff that you listed is actually inappropriate for a fantasy MMO. And yet none of that stuff gets put into fantasy MMOs. Reagrdless of if it can be made to work or not...no one has really tried to my knowledge.One of the big problems with MMOs in general is that they ARE combat, and as such non-combat characters are completely useless. The only way a character can help his team is by helping them in combat, and a character who can't help in combat in any way is dead weight. Never you mind that this character would be invaluable in an actual story, such as opening doors, finding secret tunnels, reading coded texts, reading minds and so forth.
Quote:Now, I'm probably the first person to say that City of Heroes is a combat game, and well it should be. Frankly, I'm not in the slightest bothered by our lack to contribute by any means outside of killing things.
In my experience though, I've seen a number of people pass up the game for just that reason. They want more. Or at least they want more of the things that you would expect to find in a typical superhero setting.
The fact is that in CoX, we don't get to do a lot of things that people have expected heroes to be able to do. It comes back to how people perceive superheroes and what they actually see when they look at this game.
One of my favorite games, Freedom Force, is a great example of this. At it's heart, its a simple tactical RPG where you take up to 4 heroes and try to defeat the bad guys.
The difference is in the execution. The entire game environment screams 'superhero'. From the cheesy silver age dialogue to the fact that both you AND the enemy can use their surroundings to gain an advantage. Pick up a car and throw it at those guys over there.
Bad guy shooting at you from the top of a building, smash the side of the building and make the roof collapse to he drops to your level.
And it had all the superhero travel powers we have, plus levels and consequences of causing too much destruction of property. But underneath it was still an RPG with numbers and levels and unlocking new characters etc.
What I'm saying is that we're more progressive in terms of combat than any other MMO I know of right now. The problem is that people aren't looking at the game and going: 'Wow...this combat beats EQ 2's combat. I'm switching.'
What I see happening more often is people going: 'Is that all there is to the game?' Now this might very well be an unfair question in light of what some other MMOs offer. But they aren't looking at other MMOs because up until recently, there were no other superhero MMOs. They do know the sorts of things that superheroes tend to do and we don't do a lot of them. -
Quote:Or that almost all developers seem determined to approach them in the exact same way.On the nose.
I don't think these things are impossible ("Row! Row! Fight the Powa!"), just that they seem difficult and possibly to be more effort than they are worth to most developers.
Quote:The last time that I played Guild Wars, they had acheived a good balance of teaming and soloing mechanics in what seems to be a unique way: in their system, any player can earn any power, but all players are limited to having only 8 or so 'ready to use' at any time. They can only change these out in 'town', so while you are on a quest you are stuck with your current build.
Thus, instead of looking for a healer, a team will gather and then draw straws to see who will be the healer. I think this design is sheer genius.
My major issue with fantasy MMOs using the holy trinity is that it all stops at combat. The supporting mechanics of the surrounding game halt role effectiveness at defeating an enemy. I'd be more happy with that kind of setup if there was more to gameplay than just this. Even CoX is guilty of it. Except that CoX no longer really does heavy role dependency(something which I'm continually grateful for).
Quote:A team does require certain roles, but role /= character. I think the multiple builds allowed in the City of ... is a good step in this direction, but it wouldn't fit superherodom to go all the way.
My point is that plugging the trinity into every game just because it seems easy is a cop out. You create an artificial need that relegates someone to a single task which turns out to be pretty darn one dimensional most of the time. It just grinds my gears... -
Quote:Sorry, I might have been mixing up the idea of need with simply being an asset to a team.I would tend to say, especially in this game, that if someone claims to have felt like they were not needed, its probably because they were in fact not needed, and leave it at that. The need to satisfy that feeling is not one of the current design goals of this game.
They are not the same, of course. I think that it's entirely possible in most situations to be of assistance to a team without being needed by the team for it's very survival. If there are people who think that they need to be the cornerstone of a team every single time, then they may have some other issues which a game isn't really supposed to address.
Barring a colossal level difference, I think that just about everyone can contribute something to a team in CoX. They may not be part of the glue that holds the team together...but additional damage, defense, controls etc. are pretty much always an asset to even the most capable group. Actually, just being there increases spawn size. -
Quote:Tabula Rasa was wrong on a lot of fronts. And the funding thing may indeed have been a huge goad in their sides to push a release. They completely changed what the game was in mid development(as far as I understand) from a medieval fantasy to sci-fi space game.I think the Tabula Rasa Devs launched a game they didn't feel was fun (if they did) because the contracturaly had to at that point. Unless you are Blizzard, at some point it is 'release what you have and let's see if we can fix it later', or else "well we can't fund this project any more; have fun in the job market".
Quote:The thing is, the Devs could think the game was crack on toast wrapped in bacon and it still might not hit a chord with the market. But they do have a responsibility to release a game they can stand up for and feel is fun. Unless the suits force their hand.
Quote:MMOs can only survive if they make a reasonable amount of money LONG AFTER you bought the box. Other types of games don't have to do that.
Quote:MMO devs beleive that the best way for a game to have longevity is if the players make infinite content for each other, because all MMO developers know that they cannot do what is essentially releasing a brand new 80 hour game every month, which is still to slow a rate of content production for many MMO gamers.
Quote:So we have to get the players to play together. But how? So far, the two answers are "PvP" and the 'trinity'.
Number one, if decently implemented PVP isn't the focus of your game from the start, you are likely to do more harm than good when you introduce it. Take a look at us for a good example.
Number two, the trinity idea simply does not always prove to be practical. 'Looking 4 h3lr'
Quote:Since it is a hassle getting to know other people and having them enhance your play, it has to be rewarded. Thus, MMOs give higher and faster rewards to teams, and create classes that both allow a player to feel needed for a team and therefore need the team to excel.
Quote:It comes down to the fact that there is a basic assumption that the type of gamer who wants to play in an MMO is the type of gamer who wants to feel needed on a team.
What I'd like is a decent game period. And I personally think this game has suffered from not distancing itself even more from other MMOs by adding gameplay elements that enhance the superhero and comic book side of things and played down the traditional MMO elements a bit more.
Quote:The problem is that increasingly, although a typical gamer wants to be needed for a team, at the same time she wants to not need the team. Paradox. -
Quote:That time and cost is due to incorrect thinking in the first place. Jack actually thought that people would start missions, realize that they had an AV to fight and then leave those missions to go look for help. That's how all MMO makers thought at one point. When I first started playing EQ and realized that I was getting quests that I could in no way complete on my own, I was scratching my head. Why would you even design a game along those lines unless its a single player RPG where the player controls a party of characters of his own selection?City of X has mostly solved the puzzle. However, there are those who complain even nw that villains don't synergize well enough and that heroes are too interdependent.
It has taken them a lot of time and cost them a lot of customers to get to where they are. Many other companies will not take the time and pay the price to get it right.
The reality of things is that people don't always have a ready group of in-game friends that they can call on whenever they log in to help them with a specific task. The reality is that a number of people think its a pain in the *** to even need to ask for help with something that they started as a solo effort. Some people don't want to be particularly social even though they are playing an MMO. Some folks just want to play a good game period.
That kind of group interdependency is something that squarely belongs in tabletop PnP games. I don't have any sympathy for designers who fail to take that kind of thing into account and then find they have to retrofit their game because they thought that an actual inconvenience like that lends some kind of challenge to make gameplay more interesting.
Yes, that means I have no sympathy for NCSoft, Sony or any other game developer with that kind of shortsightedness.
Case in point again. I read in an interview that most of the people who were on the Tabula Rasa team didn't feel that the game was fun. It played well enough and had all these elements but it didn't feel like fun to the people who were making it. They launched it anyway(because obviously it would feel like fun to other people...). If that was Blizzard, you can bet your butt they would have redone what needed to be redone in order to MAKE the game fun. Which is their number one priority.
Sorry for the sideways rant there...but I just felt compelled to say it. -
Quote:Your last point would seem to indicate that CoX should have a dead community of people who don't team. Pretty much most characters can solo fairly well. And no one NEEDs to team to accomplish anything except those things which are group-only like TFs and Trials.This is in large part due to a big puzzle in game design:
- If you design a game where a 'trinity' can be constructed and used, players will use it and complain that it is derivative.
- If you design a game where all characters are self-sufficient (or where a trinity of teamed specialists are no more successful than anything else), the social aspect of the game will die because no one will bother to team.
Blasters, scrappers, tankers, kheldians, defenders and controllers can all play this game solo. And of course pretty much every villain AT is self-sufficient. We even have difficulty levels. -
Quote:I remember a Blizzard interveiw where they tell the interviewer that they have no problem revealing how they work...because no one will ever really be able to copy what they do.Blizzard makes hard things look easy. And to the extent that other companies are trying to copy them and failing, it's because they just can't produce workable code in a reasonable length of time.
Part of it is that there is no 'ego' in their methods. They will, and have, scrapped huge, finished parts of a game and started over from scratch when it doesn't feel 'just right'. They have no problems going over it time after time. Its why they take so long, but at the end they deliver something that no one else does. That's not entirely the case with WoW...but it's what got them their fanbase in the first place.
Other companies that are at least similar in their approach I'd have to say would be Valve and Bioware. Those companies consistently deliver great products mostly because they are free to do it right.
In terms of 'coolness' in games, one game that sprang to mind in recent times was Neverwinter Nights 2. I was extremely disappointed that they made combat in that game look so dull compared to the first by removing blocking, parrying and circling animations. All the 'cool' in combat was spell effects. If you were playing a monk or something similar...you looked like a half-crippled monkey when you were fighting. It made the game MUCH less fun IMHO.
The reason they took those out was apparently that some people were complaining that you could possibly miss an extra attack at high levels if your character moved or parried too much during a round. So they just cut the animations out and made fighting look bland as hell. -
Thank you Dr Mechano, for saving me from typing all that
Quote:Quoted for truth.At some point, you're going to have to expect from people to just do better. You can't let players play as poorly, as sloppily and as stupidly as they choose and still expect success. At some point, the game has to say "OK, you failed. Try this again and DO BETTER!" It doesn't have to be via a "game over" screen, but you're going to have to go there eventually.
Back in the days when my gaming group used to host regular LAN parties and tournaments, we'd get all kinds of gamers coming. From the uber clans of guys who literally lived to game, to the casual guys who were just wanting to see what it was all about. And even with the uber guys dominating and my guys mostly just barely holding their own, I can't remember a time when anyone just up and quit because they were losing a lot. We all had a blast because we were having fun playing games that we all found to be fun.
If a game company has to hide behind 'can't lose' mechanics to mask the fact that their game is only ever fun when you're winning, then they generally have a bad game.
TF2 is just generally fun. Even with a sniper getting 7 kills off me in a row and me only getting revenge once, its fun. Valve didn't 'use a trick' to get people to play, they poured their heart and soul into making a game that is easy to pick up and play, easy to see what your objectives are but requires real skill to master. And the skill part plays a big role. Yeah they totally cheated the system and should do something else next time. -
Quote:Paying or not paying a monthly fee doesn't change how much you suck. I'm asking why these games which should really showcase suckitude still have so many dedicated players. And a huge percentage of them aren't uber either. In fact a lot of them suck.Well, last I checked, there wasn't any monthly fee involved there. You buy the game, and from then on you can play it as much as you want whenever you want, no questions asked.
At least until the servers die.
Whether I payed a one time or monthly fee, if sucking at a game caused me enough frustration to quit, I'd still quit. I think that applies to most people for most games. So the servers for those games I mentioned should be way depopulated. I shouldn't be getting messages for clan events every time I fire up Steam for TF2.
Quote:Because a) monthly fee and b) people who suck don't understand how hard they suck or how to take into account feedback on their suckitude, which wouldn't be a problem if their money didn't have crisp edges and a certain legal tenderness. -
Quote:So that's why Counter Strike, Team Fortress 2, The Battlefield Series and other games like that are so unpopular? Thanks for clearing that up for me.Well, yes. That's because you, as a player, are statistically unlikely to be that damn good. A game where you pit your skill against another player's directly is eventually going to bring you face-to-face with the actual extent of your skill, which is likely worse than you think it is.
And since "pay to suffer" doesn't work too well, the people who keep losing will quit, and then the "better" people will start losing more often, and eventually only one player will be left.
Perhaps he will /broadcast "Victory! Victory! Immortal fame!" before he, too, quits for lack of things to do.
Also, why is it about PVP? Why can't battles with NPC enemies be more about player skill? Or at the very least more so than what we have now?
Quote:And if a company doesn't pay any attention to that kind of thing at all? Well, they get what's coming to them. -
-
It's already failing to do that. Two of the biggest launches recently, Age of Conan and Warhammer: Age of Reckoning didn't perform as they were expected. And the teams behind those games are now scrambling to try to keep them profitable. Both have been through server merges.
On the flipside to what someone earlier said about innovation being risky and that no one want's to invest in it. I think a lot of this is based off the fact that lots of the innovative ideas we do see get mired by either shoddy execution or they are implemented alongside the incorrect game mechanics.
Here's a case in point. Tabula Rasa actually had a few nice nice ideas. The control points that could be taken over by either players or the enemy and fought over. NPCs fighting each other and sending in reinforcements etc. The Logos stuff.
But, and this is just my opinion, they sank those ideas into the framework of a very traditional RPG type of combat system. It still came back to how you built and what gear you had rather than your actions in the midst of a fight. And THAT is what felt so wrong about it. Instead of lightning quick battles like you'd expect from a high tech war on a distant planet in a sci-fi universe, you still had to burn a whole clip of ammo to take down one or 2 enemies. Player combat vehicles were absent and this lead to more a one sided feel because your enemies had huge freaking mechs and fliers.
The Logos powers were ok...but still felt badly balanced and not right for the job in a lot of cases. In the end, the feel of the game was wrong. Not the fault of innovation, but the fault of incorrect execution. But of course innovation will become the scapegoat. -
Quote:In Freedom Force, you could pretty much level every building and cars and even injure civilians. However, everytime you did, it would deduct from your total prestige gained for the mission and you'd have less points to spend on getting new heroes. A small thing...but something that actually FITS for a superhero MMO.Because I have yet to see a game where it actually mattered if you accidentally levelled half the city while doing your objective thing.
I do agree on the rest of your points in terms of persistent worlds. They are currently a fallacy in MMOs. We have static worlds...nothing more.
Quote:So there's something (or somethings) to think on. The whole post doesn't necessarily LOOK relevant, but if you've read through it all, I want you to chew it up, and keep in mind the stuff I brought up while you think about MMORPGs. -
Quote:Ok...I'm willing to admit I may be fuzzy on this, but what examples do we have before the Well of a large number of people who have gotten their powers by freak accidents of science or by being mutants? Who are the large numbers of super powered heroes who have been around before the Well?You have a narrow view of what the scope of the Origin of Powers arc applies over. Either that, or it applies to absolutely nothing, because people have been getting powers the same way since the opening of the box as they have before it, and it seems disingenuous to claim it is because of the opening of the box NOW when it wasn't before. Remember Daedalus? He's a tech hero in Roman Europe.
Nemesis is what he is due to careful and deliberate experimentation to prolong his life and create mechanical clones etc.
Lady Grey and Dark Watcher seem to be of the 'old powers' type of entities. Their origins are never fully explained and it seems to be hinted at that they aren't human at all.
Quote:Oddly enough, I said the same thing, and I'd appreciate if you quote my points in their entirety if you plan to contradict me, lest we end up saying the same thing. No, they do not enforce it, and it's pretty much the only redeeming quality of the storyline. Yes, the only good part of this storyline is that I can pretend it doesn't exist and make my characters the way I want them anyway.
Quote:So your attempts at dismissive insolence via an intentional misreading of my post do not befit you. I just know the word "insolence" is going to get me into trouble, but it means what I want to say. Talking down to me like I'm some thick-headed yahoo does not serve to make a good argument, and if you're going to handle yourself that way from here on out, just let me know and I'll admit defeat right now.
My intent was to say: 'So their origin explanations don't sit well with you, what implications do you think this will truly have on the game?' I personally don't think it makes that much of a difference and I don't foresee them ever really doing anything about it.
Quote:Just to be clear - no I do not intend, nor feel I have the authority, to mandate how the developers run and develop their game. But if you'd actually read what you quoted, you'd have noted I called it "bad writing." Last I checked, I was well within my rights, and dare I say, within my competence as a consumer, to call a piece of lore as I see it - bad, bad writing and a very poor idea. It's hardly the only one, but it's potentially the worst in terms of the implications it could hold for player concepts if anyone actually took it seriously. They are in control of the game and can feel free to do with it as they please, but as long as I'm in control of my wallet and my keyboard, I'm also free to state my opinions of their decisions, as is the purpose of this forum.
I'm curious to know what you think they could do with it if they actually DID take it seriously? -
I'm guessing that Planetside doesn't count? I'm just asking...I never actually played it...but I thought it was an MMOFPS.
-
Quote:But did they do that with the example Sam gave here? Did the guy actually then go on to explain what was so great and innovative about this new MMO? Or did he just let it go at crafting, banks, PVP, leveling up?To put it another way. If I was given unlimited resources and time to make the most innovative MMO I could conceive of, and I had access to state of the art technology to deploy it on, *I* would probably describe that game *first* in terms of all the elements of the game that were foundationally similar to other MMOs, and *then* contrast that with all of the new features the game had that were different (and hopefully superior) to current MMOs. I find it interesting that you'd have written me off in the first fifteen seconds of my description, especially because even knowing that, I wouldn't change the way I would describe my game.
Watching the rest of the walkthrough left me pretty unimpressed. There was nothing remotely like what you're saying about contrasting the standard fare with the new and innovative. It was just another meh 3rd person shooting MMO. Maybe the guy was just a bad marketer...but I have my doubts.
In the end so many MMOs these days fall into the WoW clone abyss and fail to produce...its crazy. But they keep trying. AoC and WAR cost how much to produce? Did they deliver what they promised to their investors? -
Quote:You have a narrow view of magic. Not everyone who uses magic is necessarily superpowered. If these people used magic solely by study and rituals and mixing of potions but themselves were not magical beings, then I think they stand outside of what the Well of Furies incident is referring to.Magic is one of the five "origins" written on the Cimeroran tablets, aside the sixth one tagged "incarnate." If it existed in spades (the Oranbegans were a nation where ever man, woman and child were able sorcerers, so it did), then by definition large gatherings of super-powered people existed prior to opening the box.
They didn't gain their powers by some accident, they are simply applying knowledge that they have learned.
Is there some game canon where it is stated that they were innately magical beings? Or was theirs' simply a magical society where everyone was taught the use of magic?
Quote:Lastly, trying to explain why people gain powers via some sort of magical force pushing them to do so is plain and simple atrociously bad writing.
Oddly enough, I don't see them policing people's bios for exact canon compliance. You are still free to write your characters' origins as you see fit. If they aren't coming down on the girl whose toon claims to be Lord Recluse's second cousin, once removed and who had Statesman's love-child, then I have no idea why you'd even care this much.
About all I've seen them do in this regard is choose which MA arcs are considered canon and which aren't. They don't delete the ones that don't fit in with their lore.
Even so...how does it truly affect your characters? If you're an alien, then you're not from earth and don't even need to be concerned about origins. If you are from earth and got your powers from a freak accident or whatever, then all they are saying is that you were able to gain powers from that accident because the bands that tie reality together where that sort of thing is concerned are much looser. It doesn't really have that much of a bearing on character concepts at all.
So maybe it doesn't mesh with Samuel Tow's idea of a perfect superhero universe. My reply is: So what?? -
Quote:The stuff you describe is pretty much all magic based. I'm not arguing that beings with power didn't exist before the Well of Furies incident, I'm arguing how common place they were. How often did Joe Normal accidentally eat a quarter pound of radioactive isotopes and instead of perishing in a gruesome way, suddenly find he has the ability to shoot energy beams from his toes.This is patently untrue, seen as how people with super powers existed long, LONG before Recluse or the Statesman. Easy examples - the Nictus and Kheldians. The Circle of Thorns, the Mu, the Banished Pantheon and the Coralax. The old gods, and at the very least Hequat, whom we get to meet in-game. Lord Nemesis, said to be over 180 years old and born and realised long before the Statesman was even born. Giovana Scaldi existed long before, as well, and she serves as the source of power for Vanessa DeVore. The Red Caps, Cabal, Fir Bolg and Tautha De Dannon are all many centuries old and have been leading a war in the spirit realm. The ghosts in the Port Oaks fort are also several centuries old, comprised primarily of pirates. Bat'Zul, the Cap Au Diable demon is probably several millennia old, which would make Deathsurge and the smaller Cap Au Diable demons ancient, as well. Speaking of which - the Leviathan is significantly older than the civilization of the Oranbegans, which is itself 14 thousand years old. We could probably also count the Shivans, as they come from an asteroid in outer space, and are presumably more than a couple of hundred years old.
That magic and ancient gods existed in the COX universe has never been in question. And of course they would have been around well before the Well of Furies thing. Because the well itself is magical...so DUH!
What the origin stories are suggesting is that the proliferation of 'extraordinary individuals' that we have now are not a random occurrence.
Quote:The Origins of Power arc is a crock, to put it plainly.
My point is that at least the origins stuff explains how Paragon City could even begin to exist in its present form. Full of heroes at every turn. -
Quote:This I 100% agree with. And the rest of your post too.They're standard equipment if that's the kind of MMO you want to play. My question is actually meaningful, because what you describe as standard equipment is only standard equipment for one specific mould of MMOs that is, at this point, probably as old as I am. If we stuck to only standard equipment and nothing more, then FPS games like Half-Life or Call of Duty wouldn't exist, and we'd be playing Doom 12 or Heretic 5.
Let me also say that even with COX I find I have some of these frustrations. Much less so than I have with some of the cookie cutter MMOs out there, but still, I find that there is a lot that this game is missing that should be present in a superhero game. A secret identity system, some kind of detective skillset, alternate ways to defeat your enemies using the environment. A lot of things weren't conceptualized for this game when it was being created simply because it was an MMO...and everyone knows what they should contain right? -
Quote:My main problem with this statement is that most gaming companies take this to mean that players are inherently dumb and that innovation means removing the need to think about your actions and any consequences they may have. As a result we get games that don't step outside the 'established' boundaries of MMO law.I think there's massive room for innovation in the gaming space in general and in the MMO space in particular. But I will say that even if you were given unlimited resources to make a game, there is still the valid game design rule of thumb that says don't reinvent the wheel. If you want to improve gaming, you can't leave the players themselves behind. There's something to be said for offering your players familiar touchstones so they do not need to start completely from scratch in terms of figuring out what your game is about.
It's not simply about not starting from scratch. Even if your game deviates from the accepted MMO norm, if that deviation is something new and fun, then presenting it in the right way will encourage people to try it.
Quote:I guess what I'm saying is that you should innovate somewhere, but its probably not a good thing to innovate everywhere.
Quote:And whether CrimeCraft is a good game or a bad game, the fact that they start describing it in terms of reference points to other MMOs is not an intrinsicly bad thing.
'The stuff that makes this game unique is pretty low key...so here's your checklist of usual MMO features. Mediocrity is our watchword.' -
Quote:This. Although in my case I really dislike the game. I think WoW moved MMOs squarely into the mainstream and simultaneously doomed the majority of them to mediocrity. They all want to try to be what it is...they all can NEVER be what it is. Simply because what WoW became was not truly planned by its creators.I both consider WoW revolutionary and the worst thing to ever happen to MMOs. Revolutionary because, yes, it really opened the genre up and made it mainstream. Horrible because about 2/3 of the MMOs that have come out since it got big just feel like somebody's desperate attempt to make The Next WoW. Its interface style is even fairly widespread in newer games. I don't hate the game, but it's hard for me to not feel that it's stifling innovation by showing that sticking close to the old formula can be very (very very very) profitable.
Back to the topic of what MMOs are. Most people have stated the facts. Lots of people. Some form of persistent character progression and usually a persistent world.
If you're looking for a commentary on MMOs though, I will say that while most of us can probably recognize one when we see it, MMOs are generally much less than they can be. A lot of this is due to developers and publishers playing it 'safe' and not stepping outside the carefully marked lines left by their predecessors. And yet more of it is due to the changing face of the people who play these games.
For instance, not all of the things from the EQ era are necessarily bad in an MMO(in moderation), but most modern MMOs have worked incredibly hard to remove or minimize them to such an extent that the idea of actual challenge in MMOs is laughable and met with general scorn.
I'm hoping that the future brings more MMOs not afraid to take risks and try new things. Or at least add more of the things that make single player games compelling. But then I'm one of those weird people that like all my games to actually contain some varied gameplay. -
Quote:Comfortable or not...it actually makes some sense though. Most of the stuff that happens in comics in terms of hero abilities is literally impossible. Getting powers from accidents that would normally kill or maim is so far out of the realm of possibility that it isn't even funny.This perspective is a necessary element of the Origins of Power theory that all superhuman ability has a fundamental aspect to it (a canon theory I'm personally not fully comfortable with myself).
Like being hit by lightning and having that give you the power to control and project electricity. How would you even be able to do that, even if your body could be unaffected by carrying that kind of electrical charge? Your entire nervous system would have to be reconstructed to be able to let you shoot lightning bolts and create barriers of electricity. Or use it to fly etc.
The canon basically proposes that none of that stuff WAS possible before Statesman and Recluse got their hands on the Well.
So for me it's kind of nice that they explain why stuff that shouldn't happen is now so common place that we can have a literal city of heroes. -
-
-
Quote:Heh...it seems that listening to 'us' isn't always a great idea.What's most interesting is that this "experience gained from working on City of Heroes" doesn't actually seem to be showing anywhere in the actual game. What HAS shown up seems more akin to "experience gained from listening to City of Heroes forum rants and whines." Very much nothing else seems to have made the jump between games.