Thanks for the review! A few points I'd like to respond to.
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Originally Posted by PoliceWoman
Mission 1
Briefing: Nicely formatted and good introductory text that helps set the mood. "Irine" seems a strange name though; did you maybe mean "Irene" or "Irina"? "She stops suddenly" should perhaps have a period (or other punctuation) after it. "Romero street" should perhaps be "Romero Street" (note capitalization).
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...No matter how many people run this they always find more typos. I swear they multiply like bacteria when I'm not looking. Also, "Irine" is how I thought the name is actually spelled, so that's stupid on my part. "Irene" is probably what I was going for. I think I'm probably going to leave that as-is just because it's used so many times through the arc that I'd rather not miss one and have it flip back and forth. I guess think of it as some weird esoteric spelling, like "Geoff".
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Originally Posted by PoliceWoman
Found Irine Benson pretty quickly; she was in the WSPDR News faction (probably left over from renaming Amanda Vines) but probably shouldn't be. I like the "Haley's Photograph" clue that she gave me.
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You mentioned this a few times and I'm glad you did; this is actually a relic from pre-I16 when you couldn't change faction titles without designing a whole new custom faction, which I didn't want to do since I would have had like, 8 by the end of it. I'd totally forgotten you can just change their factions in the objective text now, so I've gone through and fixed all those.
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Originally Posted by PoliceWoman
Irine promptly left after being rescued, but the mission didn't end, despite the mission being titled "Find Irine" (which I've now done).
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Basically the way I was going with mission titles is they're the reason while you're in the building in the first place; you don't really know what's going to happen while you're in there and I don't want the titles to give away that anything else WILL happen, so I left them tied to the first objective.
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Originally Posted by PoliceWoman
Deeper in the mission I found Event Horizon, a hero being guarded by Council. Hmm, what are Council doing here? Weird. Fighting the zombies guarding him, I suddenly remembered that Banished Pantheon are horribly psy resistant. Doh. It takes me about 8 blasts to kill a minion. This was a poor choice on my part (for bringing psy damage into a Banished Pantheon arc).
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The Council are kind of there as a MacGuffin to explain why Event Horizon and Schism are there (It's not well explained really, but they're meant to be partners). However, I kind of got an idea based on a later comment you made in mission 4 on a good place to re-use them.
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Originally Posted by PoliceWoman
Maybe a business card would make more sense. Event Horizon says Schism is eccentric but does not explain why he thinks Schism can help find a girl that neither of them has ever heard of. I suggest maybe he should say a little about why Schism can help here?
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I added a line to the end of mission clue Event Horizon gives you explaining that Schism is looking for survivors, so he might have seen Haley.
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Originally Posted by PoliceWoman
His costume makes him look rather villainous, like maybe a Hellion; not sure if that's your intent.
Schism does mention "Sometimes I find survivors" and asks me to rescue some people, which makes more sense for why I need to find 7 survivors now. Maybe "7 Survivors to Find" should be triggered from rescuing Schism?
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He's meant to be the kind of "Grr, Grimdark eeeeevil antihero" type people seem enamoured with. My goal with him was basically to take that concept and run it to the logical conclusion (Sure, he's good at slicing up monsters, but sometimes he gets monsters and people confused...). Also, the objective is another relic of pre-I16 when you couldn't link collections in a mission chain (Actually that might even be I15... I don't change objectives a lot). I've fixed it so they trigger after rescuing Schism rather than being present from the beginning.
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Originally Posted by PoliceWoman
I found several glowy body bags labeled "Find Survivors" that, when clicked, satisfies a "Survivor to Find" objective. This doesn't quite make sense; I think the body should perhaps be labeled "Body" instead, and the fact that it gives me the clue "Dead Civilian" makes it clear that this unfortunate fellow is not, in fact, a "survivor". Perhaps "7 Survivors to Find" should be "7 Refugees to Find" or something similar.
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A lot of people comment on this, my reasoning is basically, they WERE survivors, you just got to them too late. It's meant to kind of tie in to Schism's dialogue about how he sometimes finds survivors after the Pantheon, and so much blood... it's subtle, but that's not a mis-phrasing on his part. It's meant to imply what he does to them. The body bags are meant to be an indication of that.
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Originally Posted by PoliceWoman
I found a live survivor and freed him; Schism is a big help with my DPS problem while doing so. The hostage gives me the "I saw a little girl..." clue.
Rescued a man in a brown suit who was in the "Diplomat" faction; probably because he uses the American Diplomat model. He should probably be just a Civilian.
A bit later I found a guy in a blue uniform named "Civilian" but in the "Soldier" faction, which is contradictory. He should perhaps be in the Civilian group and use a less militant model.
After rescuing him I suddenly have "Find Haley!" as objective; I think this was triggered by rescuing the soldier but I'm not sure. I didn't get a clue at the time; maybe I should, though -- currently I'm wondering why has this objective suddenly appeared?
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A quick explanation of this: The survivors are picked at random from the "Civilians" default group, the trouble is the game uses that as a catchall for every random NPC you ever meet in a mission, so they've got stuff in there like Tsoo tattoo artists, General Z, Big McLargeHuge from the TV missions, etc. Sometimes it can be a little mood-spoiling but I didn't want to have the player rescue 3 identical NPCs, and likewise I didn't want the player to get the "Rescue Haley" objective until they'd rescued the last of the NPCs (So separate objectives with different models is also out).
That's also why you got the objective after rescuing the soldier - the trouble is the way the game works with multiples of the same objective is it gives out the clue after completing the FIRST one, but chains objectives off the LAST one. I'd really like it if the clue came after rescuing the last guy, but I can't seem to get it to do that at the moment.
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Originally Posted by PoliceWoman
Although the mission is titled "Rescue Haley" I soon find a body bag labeled "Haley" that gives me the "Haley's Body" clue. It seems a bit of a leap to immediately assume Schism is responsible, but I guess it works since I lost sight of both of them at the same time and he's known to be unstable.
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Some people have mentioned it's a leap, but actually originally that line wasn't there until I got a lot of complaints saying "How did I know it was Schism?" when the objective pops up. It's not my favorite solution but I ran out of room in the clue to go into more detail.
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Originally Posted by PoliceWoman
This map seemed huge considering there's really only 2 things to do on it, but the map fits the Astoria theme. The various static mask spawns help give it some color; though, they don't really seem to be connected to the plot with Haley (unless I missed it). I would've thought maybe Haley's death should've fed them energy, or woken them up or something?
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I wanted to use that map SOMEWHERE in this arc because the graveyard is such a big part of Astoria, and also because of the next mission where you go down inside the graveyard where Mot is buried. Originally most of those flavour mobs weren't there but I added them in because the map seemed WAY too boring with just the two objectives. There's actually quite a bit of detail in the "optional" objectives - they give you more dialog if you attack them. Basically, they don't much care about Haley or Schism, they're mostly there doing their own thing and only really care about you if you get in their way. I'll add more to this later - I want to get through my responses first before I go into detail about the plot.
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Originally Posted by PoliceWoman
Debriefing: pretty nice writing of Irine's response. I'd suggest changing "wanders off into the fog" to "wanders away from the fallen radio" though, since talking over the radio, I wouldn't see her wandering into the fog.
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I've gotten this response before, and to be honest, it is more accurate that way, but I felt like the line "wanders off into the fog" is more evocative of what's actually happening. Again, more on this later.
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Originally Posted by PoliceWoman
Second part of briefing: the text here (just "Go down") seems very abrupt and terse compared to the rest of the writing. Perhaps it should be a little more descriptive.
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I'm guessing you write these stream-of-consciousness style, as later you seem to resign to the fact that this mission is not the type of thing to really explain anything :P
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Originally Posted by PoliceWoman
I don't really understand much of his dialog and how it connects to the story thus far. He either had a Tuatha de Danaan (in the "Heralds" faction; different than the "Great Herald" faction, but maybe should be the same) ambush or with him (hard to say due to poor visibility). The Tuatha had the normal Tuatha description, may want to change it if it's meant to represent something else.
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To be honest, the Tuatha were kind of thrown in as I wanted something "Monster-ish". I got an idea from your comments though and replaced them with something that ties better into the arc. I am somewhat annoyed that "Worship" is not an option for enemy group starting animations, but oh well.
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Originally Posted by PoliceWoman
A little later I hear (paraphrased)
[NPC] Rotting Husk: Ò¸Ò¦ÐÒ¨ÐÒÐЮѾÒÒÒÒ¸Ò¦ÐÒ¨ÐѾÒÒÒÒ¸ÐѪѺ ѺÐÐ??
[NPC] Coralax Green Hybrid: Î*νακείμενοÏÏÏίÏνÏημαγιαÏ
So the zombie and the Coralax are speaking the same language? That's weird. Exploring the mission further, I never do find the Coralax.
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They spawn off in a side room as a battle and it usually finishes before anyone ever finds it. I've also found it odd how the text never copies/pastes from CoH correctly, I guess it's just a weirdness of the font they use. As a note though - they actually AREN'T speaking the same language. It's gibberish either way when you translate it, but the Coralax are speaking with Greek characters, and the Pantheon and mission intro are... I think it's Cyrillic. I'm not 100% sure though.
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Originally Posted by PoliceWoman
The phone isn't clicky, but it has some interesting dialog, and destroying it satisfies the garbled mission objective and gave me the "Phone Conversation" clue where Event Horizon expositions about the dead god Mot buried beneath Dark Astoria.
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There's actually no phone clicky option, but the destructable version works too in my opinion, since I can have it spit out dialogue while you destroy it.
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Originally Posted by PoliceWoman
Mission objective is also "Meet Event Horizon". I'd suggest you reword either the mission title or the objective in order to avoid repetition.
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Done. And I also changed the other two objectives because your comments gave me a great idea about a pun on "You've crossed Event Horizon".
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Originally Posted by PoliceWoman
Looking back at the morality of this arc, it's labeled "Heroic". As a hero, should I attack the civilians? Probably not. But...there is no mechanical way to not do so other than quit the story arc.
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This is intentional. Originally this mission was very different, and it was actually possible to avoid fighting the civilians entirely. At first I thought people were being very clever about that, but after a while I realized it kind of defeated the point of this mission if you don't HAVE to take any of them out. Event Horizon's line about being "Puppets" is meant to indicate the fact that despite the illusion of free will, the game constraints prevent you from doing or not doing anything the author of the arc doesn't want - short of just quitting and not finishing the story, anyway.
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Originally Posted by PoliceWoman
There is an extraneous space at the end of Event Horizon's name. But freeing him gives me a "Find Event Horizon again" objective, so perhaps this extra space is some sort of trickery to allow Event Horizon to appear multiple times in this mission.
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That's why it's like that, yeah. Old MA trick. It's not noticeable on the model but it shows up in the chatlogs.
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Originally Posted by PoliceWoman
While exploring I heard some people and zombies say:
[NPC] Dry Chamber: Urrrrr......
[NPC] Civilian Mace: Get ready! They're coming!
[NPC] Dry Chamber: Hold the barricades! Don't let them get to the children!
[NPC] Civilian Mace: Barhah!
I *think* the third and fourth lines are mixed up and the zombie should say "Barhah!" and the civilian should say "Hold the barricades". Though what's happening here is sufficiently surreal that I could be wrong.
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It's intentional :P
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Originally Posted by PoliceWoman
Debriefing: insane babbling from .. Haley? possessed Haley? Not sure. "inacosmbliss" maybe should be "inacosmicbliss". There are three spaces in between various words in the insane rant that doesn't match the formatting of the rest of the text, which is devoid of spaces; not sure if this is deliberate or a typo.
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It's a typo. Most people don't even TRY to read that so I'm not surprised it took this long for anyone to spot it. However the text is currently sitting at 1001/1000 so I can't actually fix it. We'll call it she's just talking really really fast.
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Originally Posted by PoliceWoman
Event Horizon's final fight is okay, but I feel like it could maybe be better if it brought more closure to some of the loose threads. Among these are: what really happened to Haley, what it means to be killing the "civilians" in mission 5, and maybe what is motivating Event Horizon to do this anyway?
Also, what was the deal with the unusually small zombies in mission 1 anyway? I never saw them again and I had totally expected to find out that someone was reanimating small children or something equally awful.
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A lot of people seem to miss this, and I don't really blame them but it is kind of subtle, but the Great Herald is Haley reincarnated (Likewise the Great Clown is Schism, but most people seem to catch that). So technically you did kill her, but she got better. Also, mission 5 is meant to be filled with "Civilians", not just the ones guarding Event Horizon... if they weren't there then I'm going to need to go back and try to bug fix that. But essentially, the implication of Event Horizon's final dialogue is maybe you WERE killing civilians the whole time you were mowing down BP... or maybe you weren't. It's meant to be open to interpretation - I think the horror lies in the uncertainty; that people end up coming away thinking they MIGHT have done something horrible, but they just aren't sure.
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Originally Posted by PoliceWoman
Anyway, the arc was a thought-provoking experience. After much indecision, I ended up rating it 4 stars.
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I'm actually very happy with the "I couldn't tell how I felt about it, but I ended up liking it" response (You aren't the only person to have said it). I think if people were too sure about this arc I'd have to change it until they weren't - it's meant to be as far from straightforward as possible, and I completely expected mixed reactions from the moment I published it.
Anyway, I just wanted to post a quick summary of the lesser emphasized elements of the plot, and maybe get some advice about how to work these in better, or if I should just leave them as-is (Since they're more setting elements than plot elements).
Okay, the very, very general plot is you're wandering around Dark Astoria for... whatever reason (Maybe you're farming magic salvage!) and you find the radio, which leads you to Irine and Event Horizon and gets you embroiled in a plot which is pretty simple "Rescue the survivors" until it all goes nuts in mission 4 and 5. That's basically the driving force behind the story, but I added in a lot of optional and somewhat hidden elements to reward people with more insight into the setting if they take the time to look around (Or if they stumble on it by accident - which I admit is far more likely).
Here's what's going on in Astoria (According to my story, obviously non-canon): The fog came first and trapped a lot of people inside Astoria. At first there were no BP, the fog rolled in and that was it. People then started disappearing in the fog, but still no BP. Later, the BP came in and started digging up the graveyard, raising the dead and clearly looking for something - they believe that their gods are buried in Astoria. Once the BP took over, that's when the hazard gates went up, trapping anyone who hadn't already left inside - this includes the Council, who when you meet them are in the process of trying to evacuate a base - Event Horizon was sent into Astoria with Schism to investigate the Council and try to figure out what they're doing there, but upon meeting survivors, he decides to assign Schism to finding them while he continues looking into the Council. The Council find him, and realizing they can use his hero ID to get through the hazard gates, try to kill him and take it.
This is the point where the player arrives on the scene, and I'm going to skip over the basic plot elements since they're pretty obvious and instead focus on the tertiary elements like the BP and Mot.
Essentially, what's going on is that the fog is Mot. Mot, being a cannibal god, covers the area in the fog and pretty much starts "Digesting" it all. Given that he's still buried however, he can only extend his influence as far as Astoria - so he brings in the BP, deceiving them into thinking that it's THEIR gods that are buried there, to free him from his prison. In mission 3 there are several lines of dialogue that allude to this, including a captive ranting BP shaman yelling that they're all being deceived, and the masks which yell "Rambetu, Lughebu!" (Two of the BP gods) when they aggro you say "No... Mot..." when they die. I tried to imply that the BP are terrified of Mot and would leave him buried if they realized that he was there, but most of them don't realize it, and those that do go insane (Well... MORE insane). They're afraid of him because Mot, being a cannibal god, is pretty keen on eating THEIR gods as well as everything else (The original biblical source for Mot has Mot threatening to devour Ba'al and also devouring his brothers).
So... that brings us to mission 4. I went with a kind of "Too deep" concept here, going with the Lovecraftian idea that exposure to an ancient god is too much for a human mind to withstand, so it drives them insane. This is basically what happens to the player in mission 4 - the mobs start speaking gibberish, objects which clearly don't belong there start appearing, and the UI in general just goes "Screw this, you're on your own buddy" and leaves you to Mot's whims. Mission 4 is designed to be crazy and confusing because it's the point when the player character goes insane, whether or not they realize it.
Mission 5 is an extension of that - You aren't as close to Mot as in the mausoleum so you regain some of your facilities, but things are still just... off. Civilians replace the BP, lines of dialogue are shared between both (Suggesting that what you're fighting could be civilians that look like BP, or BP that look like civilians, or maybe a little of both). It's meant to make you start to question the things you did prior to mission 4, which I see it did, so that's good :P. A pretty recurring theme in fiction when someone goes insane is that they claim they've "seen the truth", and I wanted the player to start feeling that in mission 5 maybe they've figured out what's REALLY been going on - except they haven't, because they're insane.
By the time you get the souvenir, the "Insanity" bit has essentially worn off, but you still get left with this whole uncertainty about what's actually happened.
At least, that's my interpretation of it. I left the conclusion of the arc very open and vague because I wanted to let people draw their own conclusions about what they'd experienced.
Anyway, I'm terrified of how long this post is going to be now, so in summary:
Thanks for the review! I really appreciate your feedback and already I've made a bunch of changes in response to some of the issues you had in the arc.