A Man on a Mission: Khonshu's Revamp of CoH
Some players appreciate not having to go through all the clues to get a sense of the story. Here's a comment I received from a player today:
I know everybody gets good reviews from people, but I thought I'd post this here since so far nobody who has commented in this thread has said much that is supportive of the idea of getting away from clues as a storytelling aid. |
You said you were in the TL;DR crowd. Personally, i can't understand why the fairly small amount of text in the average arc is too much trouble for some people, but then it takes all sorts.
I like to read. For me, well-written prose, dialogue, descriptions, it all adds to the quality of a story. Reduce the text and you might as well make a newspaper mission.
I've played some fun newspaper missions, mind you. But On balance, i prefer arcs with clues.
Eco
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
I think a lot of the problem is the way clues are handled, especially since MA lacks the ability to delete and rewrite them like real arcs do as you progress. It's very easy to wall-of-text when you're simply wanting to add more detail. Something interesting I discovered about the MA is that if you join an arc late, it does actually give you the clues from previously.
You said you were in the TL;DR crowd. Personally, i can't understand why the fairly small amount of text in the average arc is too much trouble for some people, but then it takes all sorts.
I like to read. For me, well-written prose, dialogue, descriptions, it all adds to the quality of a story. Reduce the text and you might as well make a newspaper mission. I've played some fun newspaper missions, mind you. But On balance, i prefer arcs with clues. Eco |
I don't think this game is designed to give us text in a fashion that meshes well with game play. I don't even like the contact exposition, and would do away with it if I could.
For example, if instead of the team leader journeying to Atlas to get a block of exposition from Azuria, I'd prefer it if we could journey to an instance where Azuria is present, and by clicking on one thing or another we might trigger a sequence of dialog / animation bits where she speaks and gestures to all of the team that is present.
And if the leader communicates by cellphone, then I'd like for a small cellphone window to automatically splash up on the screens of everyone on the team.
As for clues, what I'd prefer is that there either be text clues that automatically pop-up on everyone's screens, or cutscene type clues that everyone on the team sees.
I'd particularly like to use cutscene type clues at the start or end of arcs to provide a sense of prologue and epilogue.
EDIT: Oh, and another form of "clue" I'd like to use would be a narrative pop-up that could appear as a consequence of any event, not just mission entry or exit.
The advantage of clues is that you can go back and read them at leisure. Pop ups have the potential to be lost in the chaos of combat ("Did anyone see what that said? I was busy breaking Skuls.") and in backscroll (good luck finding it in your chatlog amid all the "Awesome Man has defeated Gravedigger Chopper").
Or would you say that if something gets missed, it can't have been all that important anyway?
It sounds like you're going for an experience that's more like a movie or Television. What happens when someone inevitably has to go AFK because they have to go to the bathroom, or get popcorn, or answer their phone, or deal with a crying baby? Will they just have to deal with being confused when they come back until their teammates are able to fill them in on what they missed?
My characters at Virtueverse
Faces of the City
Whats the difference between a 'narrative popup' and a Clue, apart from the fact that a clue can be re-examined later if necessary?
Eco
ps not trying to be critical, particularly; I played one of your arcs and i'll probably be playing the rest.
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
Is it really that onerous to have to make a mouse click to read a Clue?
Oh, and cutscenes in MA? No. Just no.
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
Do none of your arcs use glowies apart from as patrol/ambush/boss/etc triggers, then?
Your anti-clue stance reminds me of my initially stupidly strict approach to body bags. One of the many wildly unfair criticisms I made to one of Vs arcs in a 'review' I made in the early days of tge MA concerned his using the body bag object to represent newly dead in battle corpses. He did it because we didnt have normal dead bosy objects to use, and of course it's far better to loosen one's imagination than simply say "we dont have corpses so i wont have them in any arc".
We're unlikely to get 'narrative popups' when we've already got Clues that do mote or less exactly the same thing. Can't you look at clues as a sort of big black speech bubble/programmable entry popup?
Eco
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
The advantage of clues is that you can go back and read them at leisure. Pop ups have the potential to be lost in the chaos of combat ("Did anyone see what that said? I was busy breaking Skuls.") and in backscroll (good luck finding it in your chatlog amid all the "Awesome Man has defeated Gravedigger Chopper").
Or would you say that if something gets missed, it can't have been all that important anyway? It sounds like you're going for an experience that's more like a movie or Television. What happens when someone inevitably has to go AFK because they have to go to the bathroom, or get popcorn, or answer their phone, or deal with a crying baby? Will they just have to deal with being confused when they come back until their teammates are able to fill them in on what they missed? |
If the story is decent, it shouldn't be all that difficult to fill someone in. There should be a logical progression of events. If the story is not so good ... well, maybe it doesn't matter if you go AFK.
Is it really that onerous to have to make a mouse click to read a Clue?
Oh, and cutscenes in MA? No. Just no. |
War Witch: "My heart is heavy at the thought of this terrible misfortune. It is extremely, truly terrible." Sips tea.
Ms. Liberty: Looks at wall clock. Looks away. Looks at watch. Scratches itch near hem of skirt. "Yeah. I know what you mean."
My characters at Virtueverse
Faces of the City
Whats the difference between a 'narrative popup' and a Clue, apart from the fact that a clue can be re-examined later if necessary?
|
A narrative pop-up is always brief. It could pop up as a result of any trigger. It appears automatically. It demands immediate attention. It goes away with a click.
A clue, on the other hand, can be long. A number of events can trigger them, causing them to collect in your clue basket. They don't demand immediate attention, so they are best used to give background information that can be read at leisure.
Narrative pop-ups can be used to inform the player of things they need to know at the moment that may be inobvious during the course of play. An example already used in the game would be, "You need a key to open this door."
Clues are not a replacement for narrative pop-ups. Clues are there to tell you about the things that were not revealed by the contact and were not apparent during play.
If a story depends a lot on clues, it is best if the player is solo. Then they can take breaks, read clues, and grasp the story.
However, in a team-oriented game, it is often inconvenient to read the clues as they come up, or even between missions. Usually this is because other members of the team have already played this content and know the story, or they are primarily tactics-oriented players (as opposed to being primarily story-oriented). In this case, a player usually can't read the clues till the play session has ended.
While some players will always like clues, my design goal is to have as much story shown as possible, and as much story displayed automatically as possible, so that even tactically-oriented players can be aware of the story.
Let me try to illustrate this another way. Let's say we have an issue of a comic book where the story is told through all the art panels with action, dialog, and narrative captions. Then let's have two pages in the middle of the comic that have no art, just blocks of text. Virtually all of the audience will read the portions of the comic that have the art, dialog, and captions. A much smaller subset will also read the two pages of prose.
It makes sense to understand your audience and to write to them. So you tell as complete a story as you can through the panels of art, dialog, and captions. This story is told in a very economical fashion, with as much communicated by the art as possible. Then, if you want to add supplementary information that is not absolutely required - it's really just for the hardcore fans - you can put it in the two pages of prose at the center of the issue.
My goal, in writing missions in architect, is to tell the story as much as possible through the art and action, and to use the other tools (contact exposition, dialog, and pop-ups) only as needed, with an eye to economy. Clues could be used - and maybe I would use a few now that the file size has been increased - but the story should never depend on these. Clues would be like the section of prose that is optional content composed for the small population of hardcore fans.
Do none of your arcs use glowies apart from as patrol/ambush/boss/etc triggers, then?
|
Your anti-clue stance reminds me of my initially stupidly strict approach to body bags. One of the many wildly unfair criticisms I made to one of Vs arcs in a 'review' I made in the early days of tge MA concerned his using the body bag object to represent newly dead in battle corpses. He did it because we didnt have normal dead bosy objects to use, and of course it's far better to loosen one's imagination than simply say "we dont have corpses so i wont have them in any arc". |
You'll note that devs have the ability to put dead bodies on the floor. That's the right way to do it. Hopefully we'll get that ability in MA. [Edited to preserve NDA.]
We're unlikely to get 'narrative popups' when we've already got Clues that do mote or less exactly the same thing. Can't you look at clues as a sort of big black speech bubble/programmable entry popup? |
That's why we don't get clues telling us we need a key for that door.
Clues are not bad. They're just easy to misuse. One of my big complaints about the game, particularly the content from the first few issues, is that the clues were poorly used.
What the devs did wrong is they used clues to tell the story, and everything else the players saw and did was more or less inconsequential. Contacts would say, "Go bust Unlucky Pete," and you'd enter a warehouse and furiously click on your power tray for a while, and that would be it.
I'm saying we can do a better job of telling story at the moment of play, as opposed to telling story via clues that are optionally read after play.
A clue, on the other hand, can be long. |
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
This is a good question. The difference is small, but important.
A narrative pop-up is always brief. It could pop up as a result of any trigger. It appears automatically. It demands immediate attention. It goes away with a click. |
A clue, on the other hand, can be long. |
A number of events can trigger them, causing them to collect in your clue basket. They don't demand immediate attention, so they are best used to give background information that can be read at leisure. |
Narrative pop-ups can be used to inform the player of things they need to know at the moment that may be inobvious during the course of play. An example already used in the game would be, "You need a key to open this door." |
Clues are not a replacement for narrative pop-ups. Clues are there to tell you about the things that were not revealed by the contact and were not apparent during play. |
If a story depends a lot on clues, it is best if the player is solo. Then they can take breaks, read clues, and grasp the story. However, in a team-oriented game, it is often inconvenient to read the clues as they come up, or even between missions. Usually this is because other members of the team have already played this content and know the story, or they are primarily tactics-oriented players (as opposed to being primarily story-oriented). In this case, a player usually can't read the clues till the play session has ended. |
np-read away, I'll carry on fighting' and do so while I read the clue, then catch up.
While some players will always like clues, my design goal is to have as much story shown as possible, and as much story displayed automatically as possible, so that even tactically-oriented players can be aware of the story. |
Which makes me think...ann interesting experiment might be to attempt to make astroy arc with no text at all...I wonder if pure mechanics could be used to deliver a narrative successfully. Comics with no text have been done...hmm...
Let me try to illustrate this another way. Let's say we have an issue of a comic book where the story is told through all the art panels with action, dialog, and narrative captions. Then let's have two pages in the middle of the comic that have no art, just blocks of text. Virtually all of the audience will read the portions of the comic that have the art, dialog, and captions. A much smaller subset will also read the two pages of prose. |
I have definitely read arcs fairly groaning under the weight of dozens of portly clues per mission, where scrolling to the top of my clue list after the 4th mission took forever. My eyes have glazed over and the dropping of yet another flowery overly-long pointless piece of exposition.
But everything in moderation, eh? Too many clues is bad, I agree. Clues that are too long is also bad, yes. But none at all, simply because they're clues? I can't see an actual good reason for your dislike of them. They are boxes with text in them that appear during an arc when an MAuthor-dictated event triggers them.
It makes sense to understand your audience and to write to them. So you tell as complete a story as you can through the panels of art, dialog, and captions. This story is told in a very economical fashion, with as much communicated by the art as possible. Then, if you want to add supplementary information that is not absolutely required - it's really just for the hardcore fans - you can put it in the two pages of prose at the center of the issue. |
My goal, in writing missions in architect, is to tell the story as much as possible through the art and action, and to use the other tools (contact exposition, dialog, and pop-ups) only as needed, with an eye to economy. Clues could be used - and maybe I would use a few now that the file size has been increased - but the story should never depend on these. Clues would be like the section of prose that is optional content composed for the small population of hardcore fans. |
The way I see it, glowies should only be used if they are essential to either the plot or the game play. The appearance of the glowie should fit the purpose. There may be some text associated with the glowie describing the interaction, but other than that ... yes, I don't insert glowies just to provide supplementary information (clues). |
I have an arc in which, in the final mission, the villain is talking to the heroes over a loudspeaker system as they progress through the map towards the showdown with him. This is not a brief statement or isnutl or what have you - it's a long monologue that is designed narratively to build up ternsion and reveal the truth behind the villains plans yadda yadda.
Wether or not it succeeds storywise is not relevant for this discussion. Some people love it, some hate it, and i admit that the logic of the final Reveal needs a rethink someday.
What's important here is that the villain is not anywhere near the heroes for most of the mission, but he is talking to them and they can hear him. In a comic, this would be represented with art of loudspeakers with crackly speech bubbles coming from them, maybe a boxout every few panels etc, a cutaway to the gloating villain, a speech bubble from an intercom in the distance of a panel featuring a hero fighting the minions etc. I don't think this scenario would be a particular surprise to see in a superhero comic. In the game, the only way we can do this is by clue drops. I use 15 of them, in fact. Each one is a short paragraph, and then the player moves on to the next fight. In a comic, 15 panels with speech in them (as well as the art; would not be unusual. How would you portray this scenario using your method? If you limit yourself to dialogue, then plot devices like loudspeakers, radios, things read in books or seen in photographs, they're all off-limits to you. Don't you think this is limiting?
I can't argue with your instincts. Having only body bags to represent fallen bodies is a shame. We should have the ability to make prone, inactive spawns: dead bodies. |
You'll note that devs have the ability to put dead bodies on the floor. That's the right way to do it. Hopefully we'll get that ability in MA. [Edited to preserve NDA.] Actually, the devs have both clues and pop-ups in their engine because they're not the same thing. They don't serve the same function. That's why we don't get clues telling us we need a key for that door. Clues are not bad. They're just easy to misuse. One of my big complaints about the game, particularly the content from the first few issues, is that the clues were poorly used. What the devs did wrong is they used clues to tell the story, and everything else the players saw and did was more or less inconsequential. Contacts would say, "Go bust Unlucky Pete," and you'd enter a warehouse and furiously click on your power tray for a while, and that would be it. I'm saying we can do a better job of telling story at the moment of play, as opposed to telling story via clues that are optionally read after play. |
Eco
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
Eco, I was disappointed to read parts of your response, because it seems like you feel I'm telling you what to do, and/or that you're doing it wrong.
That's not it. What I'm doing is describing the system as I see it.
We have different views; I'm just explaining mine.
Another difference we've had is our experiences in play. We've both played the game extensively for years, however you say it's common for the people you play with to stop and read clues, while I can't recall that happening EVER on my teams, except maybe in the last year when I've asked friends to join me on some story-oriented AE arcs.
Some players appreciate not having to go through all the clues to get a sense of the story. Here's a comment I received from a player today: