Redside Heroics
See, this I can roll with, but it still leaves me wondering about one particular detail. Yes, if you view the entire game as little more than a backdrop, then I can see putting heroes in the Isles as a possibility, but then wouldn't it make sense to pick the most appropriate backdrop? Yes, I realise some heroes need to exist among villainy and scum, but the backdrop in question is less "location" and more "intent." If the game actually accounted for people being heroes in the isles and had actual heroic, or even semi-heroic missions available there (Hardcase notwithstanding, one contact does not a game make), then I could easily see that. But it doesn't provide anything of the sort.
City of Villains' entire narrative is geared towards villains. And it's not just the grandstanding storyline or the specific mission goals. All the little flavour text exudes this. Every little detail paints our characters as callous, sycophantic, violent slime whose only goal in life is to get "brownie points with the Spiders" as a common paper mission puts it. I can kind of see a villain who goes along with this but has an agenda. But once you start putting a hero through this, either you have to basically ignore the entire settings, which makes me ask why not just go hero-side in this case (Kings Row, Independence Port, Brickstown and others are as crime-ridden as the Isles), or you end up with something skirting the line in a BIG way. |
Luckily, I find the actual smashing of the bad guys entertaining. So I pretty much don't even read the text the contacts give. When I'm scanning the paper or the radio I pretty much automatically see nothing but objective and enemy group. After that I make up my own story. The game is vastly more fun that way.
But also, I hardly ever do missions from the static contacts anymore. My blue side characters do the sewers and then run radio missions and AE missions until 50, unless I feel like doing Task Forces. Red side, I pretty much run nothing but paper and AE missions, and hang out in RWZ and Cim where I can team up with other heroes a lot. I make a lot of my own little story arcs in the AE and play them out.
I honestly don't see the point in subjecting myself to substandard, completely non-interactive storytelling. But that's just me.
Let me just find my Caps Lock key... There we go. WHAT CHANGE?!? I never mentioned starting in the Isles AND THEN moving to Paragon City. I never mentioned abandoning anyone anywhere for any reason. I didn't see anyone so much as imply this, either. The question was why make heroes in the Rogue Isles in the first place, which assumed the opposite of why not make heroes in Paragon City TO BEGIN WITH? Where did you even get this idea that you'll take an established CoV character and cross it over into CoH? I didn't talk about it, that's for sure.
Did my bringing up Going Rogue somehow allude to this? Because Going Rogue will open up all ATs to both sides WITHOUT having to start in the Rogue Isles. At the very worst, you'll have to start in Praetoria, and from how things look, you'll be able to start acting heroic as soon as you pop up. Moral choice system and all that. Really, I understand your position. I understand your example. But please understand that it is IRRELEVANT, because what you're accusing me of suggesting is not something I suggested, or even implied. Yes, obviously you can cross established villains over to the hero side, but if you made them into established villains, you'd need A REASON to cross them over. That's precisely why I didn't talk about this. I specifically pointed out that Going Rogue will open all ATs to both sides, even if it doesn't necessarily open up all characters. And, really, this story you told about could just as easily have been told about City of Heroes. There's nothing inherent in the Rogue Isles that this story relies on that can't be relocated in one of Paragon City's ghettos with just as much effect. Well, other than Arachnos. |
And I can't really see that story in Paragon, since with the exception of Dark Astoria the entire city is a beacon of Heroism. The civilians AREN'T being crushed by an oppressive world. Certainly not to the extent of those in the Isles.
EDIT: So you know where I'm coming from, when you said this: That's what made me think you were talking about moving existing Redside heroes to Paragon.
The Abrams is one of the most effective war machines on the planet. - R. Lee Ermy.
Q: How do you wreck an Abrams?
A: You crash into another one.
EDIT: So you know where I'm coming from, when you said this:
That's what made me think you were talking about moving existing Redside heroes to Paragon. |
I view the city, at least as concerns player characters, less as a place where heroes and villains exist and more of a place where heroes and villains are made, played and removed from circulation, ensuring a consistent churn of characters. That's not necessarily true, but for the purposes of the argument, it's close enough. That means that once an alternate path is opened up, these specific concepts ought to churn in that direction, hence shifting their numbers.
And I can't really see that story in Paragon, since with the exception of Dark Astoria the entire city is a beacon of Heroism. The civilians AREN'T being crushed by an oppressive world. Certainly not to the extent of those in the Isles. |
Beyond that, Independence Port is your typical 1930s mob turf, with Mafia thugs extorting people, Mafia-owned businesses making up the majority of the real estate and "family wars" between the Family and the Tsoo - the ambitious newcomers - basically turning the place into a very large ghetto. Plus, the port is always dark, always cloudy and always gloomy.
Brickstown is a bit less run-down, but it's easily the most crime-ridden area in the city, with prisoners breaking out of the Zig every day and running rampant. The "Do not pick up hitch-hikers" signs are there for a reason, and one can almost imagine what it's like living next to a violent criminal vending machine. And, of course, it's perpetually cloudy.
Faultline could probably count, as well. It's much brighter, true, but the whole zone has been broke to crap and it's basically infested with everything but the kitchen sink. Even in the city where police have some say, the Lost and Clockwork are harassing the people, and out into the building areas and beyond, it's no-man's land. The whole place is constantly under siege by both the Lost and the Clockwork, who have their own encampments further in, to say nothing of the constant sabotage by Arachnos and the Sky Raiders.
Yes, I agree, the rest of the city zones ARE kind of bright and shiny and...
Oh! Skyway City! That place is just depressing. Trolls rule the streets, pushing drugs, and everyone lives in a practical underworld, with their little buildings shoved in the crevices and spaces left by the titanic, useless elevated highways. It's as run-down as they come, full of abandoned construction sites, empty lots full of garbage, streets that go nowhere and darkness under the concrete slabs. The whole place is kind of a monument to the folly of over-ambition.
But, yes, I agree. The rest of the city IS kind of bright and shiny and hopeful despite crawling with criminals. But those few zones really DO feel the part.
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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Does anyone here play redside characters who, in the RP sense, are proper heroes? I have one that I rolled partially as a joke (playing off of all the wannabe villains you saw before CoV came out), but I'm finding that it doesn't take much effort to justify in character.
This is just a curiosity. I'm not (currently) looking to join any RP groups or anything like that. |
I don't know that I would mind being a villain as much if I had any choices in the matter. I can only portray my villains as lackeys, errand boys, mercenaries, etc. I can't be the archvillain, because every story has me doing chores for someone else. Heroes work for the greater good, and don't mind filling requests from their contacts, but villains should be more arrogant, working for another should annoy them. I sure does annoy me red side.
I wouldn't mind being a gritty hero cleaning up the Rogue Isles single handed, but I would have to avoid contacts and mayhem missions, and be very selective about newspaper missions. I would mostly street sweep to 50, and that would get dull fast. So while I considered it, I didn't do it.
But I really do prefer the villain archetypes to most of the heroic types. I only like Blasters and Scrappers. I play more Tankers than Scrappers simply because I prefer the power sets available. Hate the low damage. Can't get into Defenders or Controllers at all.
And I'm tired of waiting for Going Rogue to come out. A few weeks ago, I had an idea that should occupy me until GR is out. I created five new villains, one per archetype and origin. I gave them all similar back stories.
Most of them began life in the Rogue Isles, trapped into working for an evil organization. Each of them either had or developed moral objections to what that organization is doing. Each of them fled the organization, adopting a new costume and name to hide from the agents of that organization. And each of them has chosen to hide in the AE building, running heroic mission simulations to train their powers so that when the evil organization that is searching for them finds them, they will be strong enough to defend themselves.
My natural origin stalker is hiding from a clan of ninjas after refusing to kill.
My tech origin brute is hiding from Crey, after breaking free of brainwashing. (Yeah, Crey is part owner of AE, but the brute is in disguise.)
My science origin mastermind was a chemist making Superdine for the Family, before fleeing and taking her group of friends.
My mutant origin corrupter is hiding out from the Malta group. Weak back story here, as I've never seen a Malta agents as mutants but I wanted to make a dual pistol/kinetic corrupter and Malta has those teleporting gunslingers...
My magic origin dominator is hiding from the Circle of Thorns.
Character concept aside, playing Heroic missions in AE with villain ATs has been a lot of fun. I tend to forget that I'm playing villains, except when I have to visit an arbiter to level up.
Most of my Villains are either very clearly of the various levels of evil by choice, are just nuts and can't tell the difference, or are of the "elemental force beyond morality" persuasion.
I have two would-be-Heroes hiding within Arachnos though, a Fortunata and a Bane Spider, who are actually husband and wife respectively. They were slated to be assassinated by Arachnos, but managed to get the jump on the two assassins sent, took their uniforms, smuggled their three kids off the Isles, and are now hiding under false names. Neither is exactly a paragon of virtue in the first place, and for the sake of not being found out and keeping their kids safe they don't have a whole lot of problem killing who they're told to, if required. Both (i.e. I) do go out of their way to avoid the more unpleasant arcs. If possible both will go Hero in GR and get off the Isles to unite with their kids (all Heroes).
I'm well aware that canonically the above is shaky at best. I seem to recall especially that Bane Spiders are of some sort of hive-mind. I'm not always looking to impress anyone with how well I can follow canon though, especially if I like my story better.
"Selling yourself out for money" is only bad because you end up doing whatever they with the money ask, not out of some sense of loyalty or ethics.
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...you still end up skipping half the game. |
Also, in my specific case, my proper villains have done most of the "evil" arcs already (via previous research). Doing the blander ones will actually be new to me.
Look, if you ignore "petty chatter by the contacts," |
You don't have to ignore or hand-wave the contact chatter because it doesn't reflect negatively on your character's motivations in the first place (assuming, again, that you skip a few things like Stone Cold or Doc Buzzsaw).
...couldn't this much hand-waving just ret-con hero-side into this kind of setting? Because it ought to. |
To Sam, regarding the "Handwaving Heroside into a dark and mean place with oppressed people through handwaving.
Yes. We could Handwave Paragon City into a dark and mean evil naughty place. the thing is: I still -READ- the villain missions. I read the clues. i just disconnect my character from the evil plots by RPing a hero and handwaving the story into something else. If i didn't read the contact text I wouldn't know what to expect in order to handwave something convincing and interesting for my team.
Plus when you handwave your characters missions, rather than the world around the character completely, you still get the nice color palette and dark oppressive music. Can't get that handwaving Steel Canyon into a den of evil.
-Rachel-
I'm not just doing whatever they ask, though. I do get to choose my contacts. This isn't real life, and there's no slippery slope.
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Unless going for Ouro badges, I don't think a character is ever going to see even half of the story arcs on one run to 50. |
My point was that if you ignore everything, you basically ignore all of City of Villains.
You don't have to ignore it. It doesn't matter to me or my character whether or not Silver Mantis had her fun and money, I just wanted to beat down some Sky Raiders. It doesn't matter whether Ice Mistral is in or out of Sirocco's favor, I just saved the whole world from the CoT. It doesn't matter whether Black Scorpion succeeds in making anti-Ghost Widow weapons or not, I still furthered self-destructive infighting in Arachnos. It doesn't matter whether the mob casino got money for me beating Carnies, I still stopped a bunch of soul-eating psychos from running amok (and it's not like I won't be beating down that same mob personally in the near future). You don't have to ignore or hand-wave the contact chatter because it doesn't reflect negatively on your character's motivations in the first place (assuming, again, that you skip a few things like Stone Cold or Doc Buzzsaw). |
Look, I don't want to argue concepts and I don't want to tell you which characters are good and which aren't. But I just don't see helping one bad guy beat another bad guy as the definition of a "hero." You may end up beating on bad guys and "not care" that you're actually helping make other bad guys that much stronger. You're basically pulling a Grand Theft Auto 2 here, and I have a REALLY hard time seeing the protagonist in this game as a good guy.
Again, your concepts, your call and I don't want to judge them. But that still doesn't answer the question - what's stopping you from doing this blue-side?
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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Plus when you handwave your characters missions, rather than the world around the character completely, you still get the nice color palette and dark oppressive music. Can't get that handwaving Steel Canyon into a den of evil.
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Well, even just looking at face value, we have quite a few "run-down" zones. Kings Row is your typical "gangsta" ghetto where street gangs rule, it's always dirty, always gloomy and the people are poor and desperate. It does have one large Police HQ, but the place is so far gone that this has little impact.
Beyond that, Independence Port is your typical 1930s mob turf, with Mafia thugs extorting people, Mafia-owned businesses making up the majority of the real estate and "family wars" between the Family and the Tsoo - the ambitious newcomers - basically turning the place into a very large ghetto. Plus, the port is always dark, always cloudy and always gloomy. Brickstown is a bit less run-down, but it's easily the most crime-ridden area in the city, with prisoners breaking out of the Zig every day and running rampant. The "Do not pick up hitch-hikers" signs are there for a reason, and one can almost imagine what it's like living next to a violent criminal vending machine. And, of course, it's perpetually cloudy. Faultline could probably count, as well. It's much brighter, true, but the whole zone has been broke to crap and it's basically infested with everything but the kitchen sink. Even in the city where police have some say, the Lost and Clockwork are harassing the people, and out into the building areas and beyond, it's no-man's land. The whole place is constantly under siege by both the Lost and the Clockwork, who have their own encampments further in, to say nothing of the constant sabotage by Arachnos and the Sky Raiders. Yes, I agree, the rest of the city zones ARE kind of bright and shiny and... Oh! Skyway City! That place is just depressing. Trolls rule the streets, pushing drugs, and everyone lives in a practical underworld, with their little buildings shoved in the crevices and spaces left by the titanic, useless elevated highways. It's as run-down as they come, full of abandoned construction sites, empty lots full of garbage, streets that go nowhere and darkness under the concrete slabs. The whole place is kind of a monument to the folly of over-ambition. |
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 that still doesn't answer the question - what's stopping you from doing this blue-side?
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You don't have to try and present Steel Canyon as a den of evil, when you can try and present its counterpart - Skyway City - as one and not be too far from the truth. The whole zone is basically abandoned warehouses, empty lots, giant depressing overhanging highways and trolls and mutant beggars. How can you present it as anything else?
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(going to apologize here for this post. Just realized that it's like an hour past when I'm usually asleep, and I've been listening to the ranting reviewers I follow for the past couple hours or so, so the tone here may be adversely affected. I'm going to bed now.)
The Abrams is one of the most effective war machines on the planet. - R. Lee Ermy.
Q: How do you wreck an Abrams?
A: You crash into another one.
As far as I can tell, the only thing that really can't be done Blue side is have a character who's heroically standing against an Evil government. Well, that and play Red-side content. I can't speak for anyone else here, but in the past when I've talked to folks with Heroic Redsiders, it's mostly because they can't see themselves as the bad guy. I can think of three people off the top of my head in that state, and my flaxen haired Forum foe of late doesn't count, as she doesn't roll any other characters.
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Warehouse district in a big city? It's actually not far off from some areas I've seen in my own life. There's a huge gap from the bad part of town, to a place where even the government is actively trying to crush your will, if not your lives. Recluse throws people into slums infested with contagious spider monsters! In even the darkest nooks of Paragon (again, not counting Dark Astoria) the police haven't completely given up, and there's always a Hero or three on patrol. Hell, even though I keep making exceptions for it, even Dark Astoria hasn't been completely abandoned. At least Heroes still head in there to keep the Monster population thinned out a bit. |
In Paragon City, the police EXIST, but it's up to heroes to take a bite out of crime. And even though there are, like, a million billion of us, that doesn't seem to make a dent in the number of gangsters still roaming the streets, pushing drugs and killing people. Sure, you don't have the actual government trying to eat your soul, but the actual government doesn't really have much of a say in, for example, Kings Row. Yeah, they have that large gleaming plaza, but go down the stairs and down the slope and you're in no-man's land where gangs rule life is cheap.
Of course, that's one interpretation, but if one can spin a noble villain, why can't one spin a less-than-noble Kings Row?
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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I realize this is sort of aside the actual discussion, but do want to address this.
And then again, what do you do 30-35, when practically all missions are against Longbow? Ret-con them into bad guys? What of the times you have to travel to Paragon City and fight heroes in the name of Lord Recluse? How does that work?
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As far as beating up named (non-Longbow) Heroes goes, you can always go the route of "Well, officially I was told to kill [x], but I used less-than-lethal so I could get away with feeling less evil". I've been known to land the actual finishing blow with Brawl JUST for this purpose, Martial Arts and the equivalent have it even easier.
Look, I don't want to argue concepts and I don't want to tell you which characters are good and which aren't. But I just don't see helping one bad guy beat another bad guy as the definition of a "hero." You may end up beating on bad guys and "not care" that you're actually helping make other bad guys that much stronger. You're basically pulling a Grand Theft Auto 2 here, and I have a REALLY hard time seeing the protagonist in this game as a good guy. |
Well... When paper missions tell you that the voices in your head order you to smash, when practically every missions is you selling yourself out for money that's only spoken of but never seen, and when half the time you buckle under pressure because someone threatened you... I'd say the game succeeds a lot more often than you give it credit for.
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Yes, you can claim that your villain does all of this not for the money but because of something else, but you're still going against the grain of the narrative. |
I run through practically every contact on my villains, and I don't try very hard. |
My point was that if you ignore everything, you basically ignore all of City of Villains. |
I still don't see how you can explain GETTING those contacts in the first place, since I really don't think you can claim you don't care that your Broker wants to get rich, you just wanted to knock over a bank. |
Also, as mentioned, that's the single hardest part to justify. I don't see that one outlier as crushing the entire experience.
And then again, what do you do 30-35, when practically all missions are against Longbow? Ret-con them into bad guys? |
Again, that's canon!
But I just don't see helping one bad guy beat another bad guy as the definition of a "hero." |
You may end up beating on bad guys and "not care" that you're actually helping make other bad guys that much stronger. |
This is just as true for most villains, though. Are you some sort of outcast seeking some sort of nonspecific revenge? Nope! Mercenary thug. Megalomaniac? Nope! Mercenary thug. Anarchist seeking to topple society? Nope! Mercenary thug. They could just as easily have called the game "City of Hirelings," but the acronym was taken already. If you go out and read some "Villain" back-stories, you'll notice that most of them are going against the implied theme as well. The saving grace here is that the theme remains implied, which doesn't require any real hand-waving.
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Really? o_O Maybe you do fewer large teams and repeated SFs than I do, or set your mission difficulty lower, or something like that? I often have a checklist of contacts I want to hit that's only half to 2/3 of the CoV content, and I don't normally even fill that without Ouro. |
Ret-con? Go read their official backstory! They're like the Hitler Youth combined with Al-Qaeda! Ms. Liberty goes around duping "zealous, idealistic young people" into joining an organization that's a hair's breadth from earning the U.S. a bunch of U.N. sanctions, then sends them unprepared into a foreign country for use as cannon fodder--it's explicitly stated that most of them don't survive their first encounter with a Villain--just to stoke her ego battle with her uncle! I feel bad about the ones you fight below level 10 (which is fine since I don't have to kill them), but after that you fight a bunch of extremist invading foreign terrorists who habitually use high school girls as bullet shields (which is even a bit soft, since actually a lot of them are being eaten alive by zombies and stuff like that). Again, that's canon! |
Longbow protect innocent people from murder and kidnapping. Longbow protect the streets of the city from villains and criminals. Longbow basically go out of their way to do the right thing, even if they end up presuming too much. Even their very WORST portrayal, as found in the various Vanguard story arcs, is still far removed from anything even remotely approaching a negative light. They might not be the Superman type heroes, but I have a really hard time accepting a character as "heroic" if he'd ventilate Longbow agents like they're any common gang.
But then I guess that answers my question of why make heroic characters villain-side, doesn't it?
...you're not making your patron any stronger. The immature back-and-forth fighting in CoV isn't getting anyone anywhere, but you rescue a few hostages and save the world a few times in the process. I like to think of it as the "hysteresis curve of villainy." |
And even contacts aside, let's look at what you do for the various "non-committal" contacts. For Operative Kirkland, you find information to serve Arachnos. For Operative Vargas, you prevent a hero from stealing Arachnos tech and save Arachnos from having to deal with misguided villain reprisals. For Moongoose, you rob a bank and protect a few illegal legal casinos. For Operative Ruthger, you take out an intelligence officer spying on Arachnos for authorities and help Arachnos strike out against Agincourt. For the Shadowy Figure and Lt. Demitrovich (That's DIMITROVICH! With an I!), you do odd jobs to help forward Arachnos' interests. For Kelly Uqua, you help the Rikti and cover up a Rikti spy. For Billy Heck and Lorenz Ansaldo, you basically help the mob strongarm poor, downtrodden people and act as muscle to clean up in-fighting, streamlining their operations. For Terrance Dobbs, you cover up an Arachnos mess and help them contain the PR damage. For Vernon Von Gurn, you end up giving Arachnos one more brilliant scientist and launching their knowledge of the Devouring Earth years ahead. For both Shadow Spider and Abyss, you handle problem heroes (real heroes you can't spin as quasi-villains) that allow them to run their operations more easily. For Johnny Sonata, Hard Luck and Basse Croupier, you're basically helping support an illegal casino that not only rigs its slot machines and cooks the books, but also has people murdered if they can't pay their debts. BY YOU!
And that's not even getting into the league of creeps like Boccor, Thermai or Phipps. I'm really, really, REALLY not buying how you're not actually helping villains with practically everything they do. Specifically because I don't buy the idea that helping one, then helping his enemy somehow evens things out. It doesn't. It's like putting more and more weights on both sides of a scale to keep it even. Sooner or later, you'll snap the axle. This is not a zero-sum game where an advantage for one villain is equal to a disadvantage for another. The stronger all the villains are, the more the people who get caught in the crossfire. And the more you "provoke" villains (and heroes) into armed conflict, the more lives you're putting in danger.
Look, I'm not trying to dictate how you should write and play your own characters. I don't even want to claim your designed heroes shouldn't really be heroes. I mean, who the hell am I to pass judgement in you? All I'm saying is that you are making a SERIOUS stretch here, and while you are well within your right to make it and give me the finger (as you probably should), that actually serves to depict the problem - you need to ignore a LOT of the game's actual canon, writing and apparent intent to shoehorn a hero into the Isles, at least comparable to the amount of such that you'd need to put such a hero in the Paragon City settings. It would take no less bending of the rules, and I'd bet money on this one.
*edit*
Something I feel I have to append:
I do not mean to judge, criticise or presume. Your characters, your subscription fee, your game, your call. You can and probably should disregard my opinion when it comes to actually making and playing your characters. I don't mean to dictate what you should do or think, not in the slightest. I'm merely illustrating a specific point, specifically that it takes a fair amount of ignoring, rewriting and tuning out aspects of the game to get a heroic hero in the Rogue Isles, and that it's unreasonable to deny that much the same can be done to Paragon City, perhaps even to fit in a similar character. It's not a question of who's right and who's wrong and who's heroic and who's villainous. It's a question of spin, and spin can, and should, go both ways.
In short, I can see why someone would want to bend the rules and have a heroic villain (which I assume will go Rogue with Going Rogue), but I can't see why one wouldn't want to try to make the exact same concept on the hero-side. The game supports it no less, put it like that.
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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*edit*
Something I feel I have to append: I do not mean to judge, criticise or presume. Your characters, your subscription fee, your game, your call. You can and probably should disregard my opinion when it comes to actually making and playing your characters. I don't mean to dictate what you should do or think, not in the slightest. I'm merely illustrating a specific point, specifically that it takes a fair amount of ignoring, rewriting and tuning out aspects of the game to get a heroic hero in the Rogue Isles, and that it's unreasonable to deny that much the same can be done to Paragon City, perhaps even to fit in a similar character. It's not a question of who's right and who's wrong and who's heroic and who's villainous. It's a question of spin, and spin can, and should, go both ways. In short, I can see why someone would want to bend the rules and have a heroic villain (which I assume will go Rogue with Going Rogue), but I can't see why one wouldn't want to try to make the exact same concept on the hero-side. The game supports it no less, put it like that. |
As I've said before a few times, I don't like playing villains. I was brought up with a pretty hard moral streak (not saying anyone else wasn't!) that makes it -hard- for me to enjoy villainy for the sake of villainy. I can take it, in small doses, through the filter of someone else' actions being shown on a TV screen. But if you put the choice in my hands, even if it's pixelated pretendy time fun; I won't have fun with it.
This isn't to say I don't enjoy First Peron shooters.... There's just no character to those. It's a faceless nameless mannequin going from point A to point B and shooting another faceless nameless mannequin to protect a flag, rack up kill counts, or some other inane game. It's no more violent to me than ranged tag in a virtual world. Tag! Go back to the spawn point.
As for the List of zones you could use for a "Hero in a Dark Place", heroside; You should add The Hollows, Crey's Folly, The Sewer network, the Abandoned Sewer Network, Warburg, Siren's Call, Recluse's Victory, and Bloody Bay as well.
But it still doesn't account for new (to the player) content, different enemies (find me Sneaky Freaks, Wailers, or Corallax, blueside in -missions-!), a different atmosphere, different -music- (sure it only changes between districts, but that can mean a lot for tone), and a different style of story when you alter it slightly.
It also doesn't help when you have to pass through shiny happy city zones to get from one of those locations to another to play your Darkity Dark Dark hero...
Villainside, however, EVERY zone is dark. I'm already doing a pile of handwaving. To make a Heroside Point of light Hero I'd be doing more handwaving, seeing more of the same content, same enemies enemies, hearing the same music, etc. There's less of a lure to do it Heroside and less of a reward to doing it, too.
There's a lot of perfectly good reasons that you've accepted and agreed with, Sam. if they're not enough for you to "See" why we do it by now, i doubt you ever will, Hon. =-(
-Rachel-
Maybe people are bored of the heroside content from doing it over and over and over against for months or even years on end. So instead choose to head villainside for an atmosphere change, though they still want to be Heroes?
There's a lot of perfectly good reasons that you've accepted and agreed with, Sam. if they're not enough for you to "See" why we do it by now, i doubt you ever will, Hon. =-( |
Villainside, however, EVERY zone is dark. I'm already doing a pile of handwaving. To make a Heroside Point of light Hero I'd be doing more handwaving, seeing more of the same content, same enemies enemies, hearing the same music, etc. There's less of a lure to do it Heroside and less of a reward to doing it, too. |
As I've said before a few times, I don't like playing villains. I was brought up with a pretty hard moral streak (not saying anyone else wasn't!) that makes it -hard- for me to enjoy villainy for the sake of villainy. I can take it, in small doses, through the filter of someone else' actions being shown on a TV screen. But if you put the choice in my hands, even if it's pixelated pretendy time fun; I won't have fun with it. |
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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Everything is always dirty, dark, disgusting and d... Dunpleasant.
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Thanks for playing. =-3
-Rachel-
Yeah I was actually making yet another Yahtzee reference. I think I spend far too long re-watching his reviews for my own mental well-being.
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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Holy walls of text, batman!
On a related note, responding to the original post and the original post only, I've never played a hero who was being played in City of Villain.
However, I -have- played many villains who were being played in City of Heroes. And I'm talking genuine villain; not just "gray area" stuff.
Why? I guess I'm just an evil person! Beyond that, I can't really justify it. I generally dislike goody-two-shoes character in fiction, and if I were to follow "da rulez", I would really dislike City of Heroes.
Besides. Think about it this way. If everyone in villain-ville was a baby-eating, world-dominating, candy-stealing villain, and everyone in hero-ville was a cape-wearing, smooth-talking, death-defying hero...that'd be pretty darn boring, wouldn't it? That is what "da rulez" say. Those are the genres the developers of this game were aiming for. And on their own, they seem very bland to me!
you need to ignore a LOT of the game's actual canon, writing and apparent intent to shoehorn a hero into the Isles, at least comparable to the amount of such that you'd need to put such a hero in the Paragon City settings.
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Security/Threat Level
Combat level
trainers
contacts
security zones (thankfully lifted with I16)
ambient crime (would any hero be willing to pass blithely by several dozen muggings every day?)
everything remotely affected by Influence/Infamy
Compared to all this, ignoring the little window that tells you how you're role playing your character (essentially God Moding from the DM) isn't that big a stretch. And I wouldn't be surprised if I missed a couple of items
The Abrams is one of the most effective war machines on the planet. - R. Lee Ermy.
Q: How do you wreck an Abrams?
A: You crash into another one.
As far as I can tell, the only thing that really can't be done Blue side is have a character who's heroically standing against an Evil government. Well, that and play Red-side content. I can't speak for anyone else here, but in the past when I've talked to folks with Heroic Redsiders, it's mostly because they can't see themselves as the bad guy. I can think of three people off the top of my head in that state, and my flaxen haired Forum foe of late doesn't count, as she doesn't roll any other characters.
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The Abrams is one of the most effective war machines on the planet. - R. Lee Ermy.
Q: How do you wreck an Abrams?
A: You crash into another one.
*edit* Actually... Even heroside my characters tend to aim to injure rather than risk the Medcomm system malfunctioning. Why?
Heh.