Jack Emmert?
Oedipus Tex... your avatar+name broke my brain. Just so you know.
And knowing is half the battle.
Emmert was someone who tried to do what was right for the game. Anyone who's sat in the GM's chair more than once in tabletop gaming knows that players are like children and starship captains: you can't give them what they want, only what they really need. That's hard enough when you're dealing with a small groups of players across the dinner table. Online, as history has shown, it's sure to generate hatedom and nerdrage.
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Now, I'm man enough to admit I'm not a game designer and maybe my calls aren't always smart. That's fine, I can trust the professionals to design a game for me and I'll stick to just paying the bills. But when those professionals have been proven wrong time and time again, and when they appear to completely disregard my actual desires and wishes as a customer like I were a worker in a 10c am hour production line. Take it or leave it, they don't care about me.
Dealing with people, especially people who pay you money for a service, requires tact and the right approach. You get a free pass, because you're just as random a Joe as I am and I don't happen to be paying you for a service. When you dismiss me, I just ignore you and move on. Jack does not get the same free pass, because I was paying him a subscription and I expected a certain respect for it. Certainly $15 a month doesn't HAVE to buy respect, but there's no reason it couldn't. And I don't think Jack ever respected his player base.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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A lot of the devs just have good track records. Castle has shown he cares about the game, thinks his decisions through, and is willing (to a reasonable extent) to discuss them with players. He doesn't have a "my way or the highway" approach, and most people respond to that pretty well.
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Jack didn't do that. Whenever he spoke with us, he did so to basically tell us what had been decided, never to actually ask us how we liked it or if we wanted something changed. Obviously, the player base at large isn't suited for communal game development, but a GOOD developer needs to be able to take what people are telling him and figure out a good way to put it into the game. People tend to not know HOW the things they want should be implemented, but they very much do know WHAT they want.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Purple patch was lovely, the first version of it made +3 mobs about as hard as +6 mobs are to us now. It was next to impossible to kill anything than an even mob, which happened to be really easy, and a red/purple minion could wipe a team. Was insane and unplayable, ESPECIALLY when you take into account that half the missions were bugged and would contain a +5 boss in the end. Took a week or two for it to change into pretty much what we got now. Been some updates after, mostly on defense and accuracy and such.
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Firstly: IBTL. I pretty much saw the first post as a troll post, guaranteed to stir up the hornet's nest.
But no developer or red name, has gotten nearly the amount of heat Jack Emert has, ever. Not when he was making the game, not since he has left the game. Jack got so much more heat than any of the current Devs, there are only 3 possible solutions.
1.) A giant chunk of the forum going "City of" player base has left the game and left a lot of nicer, quieter forum going players to stay and treat the Devs nicely on the forums. And this Exodus just happened to coincide with NCsoft purchasing the game and Jack leaving. 2.) A giant chunk of the forum going "City of" player base all took anger management courses at once and And this mass movement to therapy just happened to coincide with NCsoft purchasing the game and Jack leaving. 3.) Jack deserved\provoked a lot more anger and bile than any of the other developers have. You can decide which option fits you. |
With fewer changes and a smaller population (less than 194k or so, which was CoH/V's largest recorded player base), there were less materials with which to build a fire. Positron hasn't had to announce that many unpopular decisions, although there certainly have been some - hello, AE changes - while it's pretty unlikely that War Witch will announce, "Wholesale changes to all defensive powers incoming! Plus all mobs are getting buffed and CoH/V's new sub price is $30 a month!".
Of course, she may now do so just to spite me. ;-)
People like to disparage him, but it was during Emmert's time that CoH/V was its most successful in active account terms. Since Positron took over all these popular changes to CoH/V haven't seen players flooding back in large numbers. So those on these forums are those likely to agree with at least some of the current direction, while those who didn't have since gone.
So, see you all again in about 3 months when we run this thread topic again?
"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers
I guess the problem with any discussion about jack is that it is hard to tell where the legitimate criticism ends, and the nerdraging entitlement issues begin. I felt he did ok and often made hard choices for the good of the game and was abused in a fashion that went beyond what civilized people really should expect from adults, but hey, its the internet. I suppose that as an ex swg player, i get a mournful laugh when i hear that a lead developer should "listen to the players", sometimes they have good ideas, but since they dont have their jobs on the line when their ideas turn out to only please their specific niche of the fanbase and lead to diminished subscribers, it soemtimes is best to be realistic about the real quality of suggestions.
I will admit, I quit playing regularly after i6 hit, and sat out most of i7-i8, and this game didn't really become my main game again until i12. Cimerora was a real motivator for me, mostly because of its obvious resonance with the back stories of most of my main characters. I felt quite betrayed when the global defense nerf was followed up by ED, and yes, I blamed Jack Emmert too. And my longtime suspicion is that this game would be more successful had all of this been handled differently.
Now, with a bit more perspective, and with the invention system to motivate me and take back at least some of what ED spoiled, I think Jack Emmert achieved something great.
He turned the character Statesman, the face of the hero side game, into an irresistable figure of mockery. When Dr. Aeon announced his second contest, in which you had to portray a hero losing his powers, there was no question at all about who I was going to depict. He did it to us; now we get to do it to him.
In the official comics, the Statesman character comes off as something of a pompous prat. In game, his role consists of being an adversary of the Lord Recluse SF, presiding over the Statesman TF from his base on a scow; and being kidnapped by Tyrant, one of his evil alter egos. He inspires not only one, but two evil alter egos, Reichsman and Tyrant, and both of those are (my opinion) more compelling characters than the original is. His other arguable alter ego is Imperious, who doesn't exactly cut an inspiring figure of competence. Lots of folks on the forums seem willing to declare their allegiance to Tyrant. How many would be willing to follow Statesman? I doubt there are many.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
FWIW, all of the best characterization of Statesman comes from the novels. I'd totally side with him over some liberty-smashing jerk who's too busy ruling from his ivory tower.
Never surrender! Never give up!
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See, this is one reason why Jack generated so much heat, and why you tend to generate so much heat on yourself practically every time you post. He treated his players like wayward children who didn't know what was good for them and had to be sweet-talked and lulled into sleep, but not actually taken seriously because the real adults know better.
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Now, I'm man enough to admit I'm not a game designer and maybe my calls aren't always smart. That's fine, I can trust the professionals to design a game for me and I'll stick to just paying the bills. But when those professionals have been proven wrong time and time again, and when they appear to completely disregard my actual desires and wishes as a customer like I were a worker in a 10c am hour production line. Take it or leave it, they don't care about me. |
Everything the devs do will be attractive to some people, and not attractive to others. If they gave away free ponies to every player, some would complain about the smell. That doesn't mean everything they do is right, or there's literally *no* reference for objective criticism, its just that there's two orthogonal independent scales on which to judge the devs, and people usually are only using one. There is the scale where we judge give what they were aiming for how close did they get, and there's the scale where we judge given the target audience of the change how statistically attractive is the change.
The devs are usually only unambiguously wrong when they a) aim for X, and hit its opposite Y and b) they say its for a target group A and nobody in A is likely to want it. That's "really, really wrong." But its trickier to judge most things because they are more fuzzy. A lot of people didn't want loot or markets. A lot of people *still* wish the game didn't have loot or markets. That doesn't mean the devs were wrong to add them. They stated a bunch of goals for the invention system and the markets, and for the most part they hit them. And they intended to broaden the appeal of the game for both the existing player population and future newer players. They seem to have done that as well. *Some* players didn't like it, but the target was never "make sure every single existing player likes it." The target was "more people like it now than before, including hopefully a majority of the existing players" and that is probably true. The players who didn't like it, and perhaps don't like it? Unfortunately, to put it bluntly, they were and are acceptable losses when you design an MMO long-term. All those people *know* the devs were wrong, but the devs were not wrong, they just weren't targeting them.
Some people think the reason why the devs were not "wrong" to add the invention system was because more people wanted it than didn't. But that's a very oversimplified viewpoint: sometimes the devs are right even when most of the players are in opposition. Sometimes they know there will be strong opposition, but they believe its in the best long term interests of the game. ED is an example, and I think at least in broad terms the devs were proven right (which is not to say there weren't better technical ways to achieve the same goal).
Sometimes Jack was just plain wrong. Certainly, when it came to what his own game was doing, he wasn't often right. But when it came to big design decisions, its a lot fuzzier to criticize him. Was he wrong to target the difficulty levels and teaming situations he did? In retrospect its easy to say so, but its more correct to say that Jack made an easy to make mistake: he assumed that the casual players that wanted it differently would be gone in a year, and the more dedicated ones that had any chance at all of sticking around wanted and needed a different kind of game. And its easy to second guess that decision now, but back then it was a complete roll of the dice.
If Jack had completely gotten his way, its possible you and I wouldn't be here anymore. But someone else probably would be. We will never know if that group of people - who deserved a superhero game to play just as much as we do - would have been bigger. I doubt it, but I can't prove it.
After six years, its fair to say any competent dev team will be weighting the needs of their long-term players somewhat higher than the needs of newer players, because they have a very strongly established community. But after six months, or even a year? We were nobody special yet and the devs had an obligation to continue to target the widest possible group of potential future players they thought would eventually be playing this game. Many of the Champions Online and Star Trek Online players (and every other playerbase that follows a game from beta to launch) just don't get that. They feel that because they followed a game into launch they have a most-favored nation status among all people in the world: they are more important than the people not subscribing. But the reality of MMOs seems to be that no matter what the dev team does, most of those people won't be around in a year or two. If you focus solely on the vocal elements of your launch base, you'll become very quickly insular. That is not conducive to long-term subscriber health.
Dealing with people, especially people who pay you money for a service, requires tact and the right approach. You get a free pass, because you're just as random a Joe as I am and I don't happen to be paying you for a service. When you dismiss me, I just ignore you and move on. Jack does not get the same free pass, because I was paying him a subscription and I expected a certain respect for it. Certainly $15 a month doesn't HAVE to buy respect, but there's no reason it couldn't. And I don't think Jack ever respected his player base. |
But really, its more that Jack didn't have that thing public speakers are supposed to have, where they play what they are saying in their own heads, and make sure they aren't saying something confusing, ambiguous, or dumb. Public speakers know what I'm talking about: you can be unscripted yet precise, unedited for content but edited for presentation. Honestly and eloquence are not mutually exclusive. Jack never seemed to know what he sounded like to average listener. We can debate the design skills of the man, but there's no debating his public communication skills. He doesn't have any. One on one, I think he's fine. At least, I never had a problem understanding him.
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The devs are usually only unambiguously wrong when they a) aim for X, and hit its opposite Y and b) they say its for a target group A and nobody in A is likely to want it. That's "really, really wrong." But its trickier to judge most things because they are more fuzzy. A lot of people didn't want loot or markets. A lot of people *still* wish the game didn't have loot or markets. That doesn't mean the devs were wrong to add them. They stated a bunch of goals for the invention system and the markets, and for the most part they hit them. And they intended to broaden the appeal of the game for both the existing player population and future newer players. They seem to have done that as well. *Some* players didn't like it, but the target was never "make sure every single existing player likes it." The target was "more people like it now than before, including hopefully a majority of the existing players" and that is probably true. The players who didn't like it, and perhaps don't like it? Unfortunately, to put it bluntly, they were and are acceptable losses when you design an MMO long-term. All those people *know* the devs were wrong, but the devs were not wrong, they just weren't targeting them.
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But just because that decision and, moreover, ED, ended up benefiting the game in a big way, it doesn't mean that there weren't times when Jack was not proven dead wrong. A lot of cases are ambiguous, granted, but I still firmly hold that the I4 boss buff was one instance where the mistake is not in question. He tried to do something with this that players quite simply refused to stand for. The fact that this was not only rolled back completely, but that the notion of unsoloable bosses was scrapped forever stands to clear evidence, at least in my eyes, that whoever came up with this idea was very, very wrong. I think it was Jack, because it was an extension of his "vision" for the game.
But really, its more that Jack didn't have that thing public speakers are supposed to have, where they play what they are saying in their own heads, and make sure they aren't saying something confusing, ambiguous, or dumb. Public speakers know what I'm talking about: you can be unscripted yet precise, unedited for content but edited for presentation. Honestly and eloquence are not mutually exclusive. Jack never seemed to know what he sounded like to average listener. We can debate the design skills of the man, but there's no debating his public communication skills. He doesn't have any. One on one, I think he's fine. At least, I never had a problem understanding him. |
I'd liken Jack's participation on the forums to carpet-bombing. He'd come, drop comments indiscriminately and then leave without looking back, leaving his moderators to clean up after him. And then he'd wonder why the place is so shot up and full angry, bitter people. I don't know what Jack was one-on-one, but his public communication skills were TERRIBLE. Again, a sly developer can at least try and convince people that he's really sorry about nerfing his characters and he's really trying to take care of them. A foot-in-mouth developer simply makes people feel like they don't matter and no-one cares about them. Even if this is actually the truth, you DO NOT allow people to feel that way unless absolutely necessary.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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But just because that decision and, moreover, ED, ended up benefiting the game in a big way, it doesn't mean that there weren't times when Jack was not proven dead wrong. A lot of cases are ambiguous, granted, but I still firmly hold that the I4 boss buff was one instance where the mistake is not in question. He tried to do something with this that players quite simply refused to stand for. The fact that this was not only rolled back completely, but that the notion of unsoloable bosses was scrapped forever stands to clear evidence, at least in my eyes, that whoever came up with this idea was very, very wrong. I think it was Jack, because it was an extension of his "vision" for the game.
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But his vision of a boss that was stronger than the current bosses, that players can be tested against, lives on in this new-fangled construct we call "Elite Bosses." And you can't always completely downscale them out of a mission. But they are mostly considered acceptable because of their frequency and context. Jack simply went too far with the boss buff, but clearly he also realized he went too far - eventually.
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But it also proves that Jack wasn't unbudging on his "vision" for the game, since the change was in fact rolled back. And I think that change might *not* have been rolled back, had the ability to neutralize bosses in missions with difficulty sliders existed. In fact, the straw that broke the camel's back wasn't that the bosses were hard, it was that you could be surprised by them in ways that no amount of skill (except the skill of memorizing spawn points) could save the player, such as a mezzing boss right around the corner or worse front-loaded bosses at the start of the mission that killed you as you zoned. You can't "Nintendo" your way out of mezzing boss designed to two-shot blasters.
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He designed THROUGH his own player base, not around it.
But his vision of a boss that was stronger than the current bosses, that players can be tested against, lives on in this new-fangled construct we call "Elite Bosses." And you can't always completely downscale them out of a mission. But they are mostly considered acceptable because of their frequency and context. Jack simply went too far with the boss buff, but clearly he also realized he went too far - eventually. |
Difficulty settings were another good idea, both to make it harder and to make it easier. Designing special encounters with special enemies like the ITF was another good idea. There were and are plenty of good ideas, but Jack always defaulted to change the game for everybody first and only conceded to just add on to it when people complained. That's what bugged me about it, personally - he was too quick to change things to his own vision and too slow to think about what established habits he was trampling over.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Say what you like about Jack - and I joined at the end of I6 so missed the worst of his "chatastrophes" so to speak, but at least the game got a lot of marketing then.
Thelonious Monk
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Say what you like about Jack - and I joined at the end of I6 so missed the worst of his "chatastrophes" so to speak, but at least the game got a lot of marketing then.
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Dr. Todt's theme.
i make stuff...
At one point he said there would be no more major nerfs to the game, and shortly after he announced ED (no more 1acc/5dam slotting), which many called the biggest nerf ever. It's been debated many times if ED caused a mass exodus or no impact in player base at all.
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I think he more said the wrong thing or left himself open to misinterpretation than any actual changes he made to the game. That "no more nerfs" quote, in fact, was that he said there would be no more major changes to Power stats, while ED was a change in the base game structure itself, the ATs and how Enhancements were slotted. He was technically correct since he wasn't changing any powers that he said he would not change. Of course, powers have been changed since, but I think that he also may have been talking about the inception of the "Cottage Rule", although not defined as such at that time.
I'll also say in his defense that as UnSub said, he was in charge during the most aggressive development of the early game, when many of the bugs and design flaws were being hammered out of the game. CoH also had a very tentative start, being as the original CO-like open powers design had been scrapped for ATs, throwing away a good half of the game's design phase. This left a lot of work that still needed to be done after release, although that's proven true for Cryptic's other games since. (And is probably true of MMOs in general)
One flaw that probably doesn't squarely fit on Emmert's shoulders but which he is possibly "responsible" for in the sense of being in charge of the game's direction, is that it was so terribly imbalanced at release.
Having said that, let me clarify that I loved the game for being so broken, and it's highly likely that its brokenness is why I am still here today. However, that brokenness required painful adjustments that were inevitably resented by many affected players.
Strictly speaking, I believe most of these pains really lay at the feet of Geko, because that man (and presumably any subordinates he had) was positively atrocious at understanding how powers worked in real practice, what their play implications were, and how people might use them in practice. I don't even mean exploitative edge cases, I mean he didn't seem to understand how people would use them normally. That's not cool for the powers guy. Castle gets a bit of flak in this regard, but generally speaking I think he's in touch with how a lot of people are using a lot of powers, at least in PvE.
In retrospect, it felt as if they whole lack of "real numbers" thing infected the devs. It's one thing to hide the numbers from the players and hope that reduces min/maxing. It's another for the devs themselves to appear ignorant of how powers work and thus unable to actually balance the player/environment interaction around those powers, or, at times, powersets with one another within an AT.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Strictly speaking, I believe most of these pains really lay at the feet of Geko, because that man (and presumably any subordinates he had) was positively atrocious at understanding how powers worked in real practice, what their play implications were, and how people might use them in practice.
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The problem is, this was flung up against Jack's "vision", and the actual gameplay style that developed once the players got ahold of it. Jack, as with most of his current games, wanted a constant interaction, console-type experience where you were constantly pressing buttons. And the players wanted an attractive, seamless graphic experience in which one animation flowed naturally into the next. Geko's original graphic design, which was intended for the open powers system, ended up being bashed to fit that vision. And it was bashed badly.
I agree that a lot of it was due to the devs not realizing that they SHOULD have gone back and redesigned a system based on cast time, damage, and recharge, not just damage and recharge. And they should have REALIZED they should have realized it. But the problem was also that the devs didn't have TIME to go back and redesign the system. Which is why we have so many reused animations, many of them used inappropriately for the amount of damage they do.
One flaw that probably doesn't squarely fit on Emmert's shoulders but which he is possibly "responsible" for in the sense of being in charge of the game's direction, is that it was so terribly imbalanced at release.
Having said that, let me clarify that I loved the game for being so broken, and it's highly likely that its brokenness is why I am still here today. However, that brokenness required painful adjustments that were inevitably resented by many affected players. Strictly speaking, I believe most of these pains really lay at the feet of Geko, because that man (and presumably any subordinates he had) was positively atrocious at understanding how powers worked in real practice, what their play implications were, and how people might use them in practice. I don't even mean exploitative edge cases, I mean he didn't seem to understand how people would use them normally. That's not cool for the powers guy. Castle gets a bit of flak in this regard, but generally speaking I think he's in touch with how a lot of people are using a lot of powers, at least in PvE. In retrospect, it felt as if they whole lack of "real numbers" thing infected the devs. It's one thing to hide the numbers from the players and hope that reduces min/maxing. It's another for the devs themselves to appear ignorant of how powers work and thus unable to actually balance the player/environment interaction around those powers, or, at times, powersets with one another within an AT. |
Of course, all PnP systems (with any sense at all) have such warnings to GMs, but the Champions system seemed very specifically conscious of the numerical problems in their system. In D&D, you have warnings to GMs about teleportation and wishes, in Champions you have warnings about stacking resistance and defense. I say again: stacking resistance and defense.
Fortunately, for almost everything a player can do, there is a way for the GM to throw situations at the player that prevent them from making a mess of the combat in the game. And a smart GM will make sure combat is not the singular focus of every session, so even if you can obliterate everything in the game that won't necessarily solve the problem at hand. Put simply, Champions isn't balanced its rich and its richness arms players and GMs alike with ways to keep each other in check.
And players *want* to keep each other in check, most of the time. GMs and players - at least to some degree most of the time - are trying to cooperate to make gaming sessions fun and lasting. There is a social dynamic to human beings having to face each other that tends to suppress the worst abuses. Having the strongest killing attacks is usually not worth losing friends over.
In a computer MMO, neither of those dynamics exist. And without it, nearly all PnP game systems shatter. City of Heroes was created with a PnP mentality that balanced gaming systems aren't hard, because practically every PnP game system is at least workable. But when you turn it over to a computer, all bets are off. A gaming system gets *better* when you hand it to a good human GM to use. It gets *worse* when you hand it to a computer to operate. So unless you start from near perfection, you'll end up with hash.
Now, to an extent their really horrible numerical design had unexpectedly good side effects (depending on your point of view) including accidentally backing into a game that practically anyone can solo with anything. But we must never forget that that was a side effect. There were and are still serious negative consequences to those bad decisions that we still live with today. It is very difficult to design things that are hard but not ridiculously so; things that are not easily for some and impossible for others; things that don't just throw huge numbers at the players and dare them to overcome them with purely huge numbers in return. The game mechanics are simply *impossible* to balance in a straight forward manner without resorting to incredibly complex trickery, and even then its often too difficult to be practical.
With only a few mostly reasonably exceptions, there isn't any linear math anywhere within the Champions Online systems: its all proportional math. Someone learned their lesson at least in that sense. Here, its almost entirely linear math and that linear math is the singular most powerful bane of the entire powers design team. And because players are so accustomed to it, its virtually impossible to rip out and replace. And that will forever limit the places our game can go.
That "gameplay may change" warning on the box? In the grand scheme of things, its mostly worthless. Some things, even in an always evolving MMO, you only get one chance to get right. After that, if you're lucky you only get second chances to make it less wrong.
Now, there is one thing that I can pin on Jack. He actually believed that even if the game's numbers and mechanical systems were "less than optimal" it wouldn't matter because the players he believed he was targeting wouldn't care. *Some* would try to munchkin the system, but most wouldn't. He believed that players would want to *explore* the game rather than attempt to *exploit* the game. Again, just like humans do in better PnP sessions.
The problem is that he knew, or should have known, that he would never have the resources to make the massive blizzard of content you'd need to satisfy the "explorer" personality. The game would always come down, even for casual players, to figuring out ways to improve their characters and develop them, and that meant often finding new ways to improve performance. Even casual players would do this on some small level, nowhere near the min/maxers, but still.
You might get away with that sort of thing in a game like Star Trek Online, if they devote enough content resources to development. But that was simply never going to happen here. This game needed, or rather could have greatly benefited, from a properly designed and balanced playing field within which to design focused and targeted content. I don't think Jack ever, and perhaps to this day, fully appreciates that fact. I believe he thinks that the script is more important than the camera work. Which it might be, but that doesn't excuse leaving the lens cap on.
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I agree that a lot of it was due to the devs not realizing that they SHOULD have gone back and redesigned a system based on cast time, damage, and recharge, not just damage and recharge. And they should have REALIZED they should have realized it. But the problem was also that the devs didn't have TIME to go back and redesign the system. Which is why we have so many reused animations, many of them used inappropriately for the amount of damage they do.
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Knowing how Castle and the powers team design powers, its a wonder Explosive Blast doesn't occasionally play fart animations** and cause it to rain Total Focus-sized DoT.
** Strictly speaking, that would be a BaB error
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So, professional game designers were just paralyzed by the (completely predictable) forum hysteria surrounding a gargantuan global nerf, rendered powerless to change it in any way by a bunch of enraged nerds using intemperate language?
Huh. |
Being a game developer is a surreal experience. It's fun, stressful, and potentially rewarding. So is being a commercial loan officer, a waiter, or--perhaps most similar--a policy person for a government program (don't ask how I know).
It might seem like players screeching about something won't affect you, but it does. It's no different than working at a bank and having customers yell at you. And then send an email to your manager with your name and a list of the ways you made their experience more awful. And the fact that game developers can spy on every conversation you have in game (you DID know that right?) means they overhear a lot of negative things you may not be aware of, and may even be aware of some of the hypocritical things you post about deleting certain characters or "never using xyz powerset again."
Game development is a job. You get email, go out for drinks with coworkers, have office conflicts, and yes, evaluate how customers are reacting to your product. If anyone reading thinks the comments we make on these boards don't end up on internal power point slides and pasted to the wall of people's cubicles, let me assure you that not only does that probably happen, but the developers also probably go home to their spouses and complain/make fun of some of us by name. Every work environment is different but being a game developer isn't significantly different than other kinds of jobs.
Of course, you go into this line of work with expectations about dealing with complaints; actually coping with them is a skill in itself. One of the most eye opening experiences for me was the first time I got a meeting request from a coworker that was simply titled Protection from Danger spell (spell name changed to protect identities). I had no idea what the meeting was about; imagine my surprise when it turned out to be an angry diatribe about how this spell was horribly overpowered and this person had a graph to "prove" it!
All of this said, I've never met Jack E. My instinct (frequently wrong) tells me that he is an extremely strong willed person who is able to fight the fight necessary to build a game, but is not particularly good at evolving his concepts to what players want to play, or, especially, explaining why changes are being made.
Players put a lot of trust in you as a developer; it doesn't mean you should always go along with what they say, but you have to develop an understanding of why they are saying it. Sometimes game developers get lost in charts and tables and "balance" and lose sight of the fun that keeps people coming back. Game developers are also notoriously bad at evaluating how powerful an enemy or power is because they encounter the game in an entirely different context, where they are able to instantly access powers, skills, and areas, making the game seem much easier than it actually is. I'm not saying that's what happened to Statesman for sure, but it does sound like a lot of players felt that way about his approach.
Having briefly been a game developer myself I have to take the negative things said about Mr Emmert with a grain of salt.
There is clearly, to me at least, some genius game design going on in City of Heroes. The decision to base combat values directly off character level, and then to allow that level to fluctuate based on whether you've been "sidekicked" was absolutely inspired. We didn't see the full value of that design element until recently, but what CoH accomplished there is something many developers have strived for and failed to deliver. I remember reading about it long before I played CoH and thinking it was sure to be a disaster, for many reasons. It turned out the CoH developers' wisdom was better than mine in that instance.
The only lesson I can offer Mr Emmert is one I learned early: it's a good idea for game masters to maintain multiple identities, because eventually you will have to make a decision that makes someone angry. The flip side of this is if you are making them so angry that you feel you have to hide, you need to look deeper at the issues and consider alertnative action.