Noooooooo!


Ad Astra

 

Posted

“Only those who dare to fail greatly can ever achieve greatly.”

I was thinking...I want more grief, I want unhappy endings.

All the best superheroes/villains are born out of tragedy and misfortune, what if the game offered some more of this. What I’d like to see is more missions that you fail at, and not just being kicked out of the map. After all winning all the time is boring right? I know the game has a few elements of this but I’d love to see more, all the best characters are fallible after all.

Simply make specific arcs/missions which are set up to end in failure and script them in such a way where heroes can feel a sense of injustice and likewise villains feel a sense of justice. This could be done in many ways without any real major game changes other than making new arcs, I’m not suggesting multiple endings or anything.

For example:

Arcs/missions could feature escorts or allies that you simply cannot save at the end (no this doesn’t have to mean death, perhaps the npc is lost forever or turns into a villain/hero), perhaps stories could be a NPC is your No1 fan/ex team-mate or perhaps a wanna be sidekick but importantly your hero/team will fail to save them at the end (of course normal mission xp etc will still apply). Villain missions could mean that they are double-crossed or perhaps...dare I say it, do something good by mistake. Perhaps subsequent arcs/missions could follow some of this up with badges or some reward if you finally avenge or get revenge!. There are a so many ways that you could go with this.

It could even go further as perhaps at mission exit your toon gets a temporally debuff (due to the emotional distress), or perhaps a tough ambush awaits them due to the perceived crossing of the line – “there’s Night Hornet, get him”

NPC chatter could help set the mood, along the lines of “leave Night Hornet alone he’s had a bad day” etc.

Of course some of this could be done in MA, but being out there in the game world - now that would be good. Maybe...just maybe there’s some of this in GR?




My deviantART page (warning some images nsfw)

GGRRR Comic Series GGRRR Comics on Facebook

 

Posted

Only if it's written well. And even then, only if it absolutely has to be done.

Forced failure is not, in my opinion, fun. It's like the stupid timed mission in Tina's arc in PI, where you have like a five minute mission. Even if you bust a gasket and manage to complete it..oh look! You STILL failed!
That sort of thing is disheartening, and not in a 'I shall have vengeance!' kind of way, more 'F this, I'm going to go get a drink and watch a film..." sort of vibe.

Character death that serves a point and tugs a few emotional heartstrings, yes. Like Aerith in Final Fantasy 7. And...oh, damn...the man who got a statue outside Kings Row yellow line station, who was in the CoX comics...
But not failure for the sake of saying 'Hey, even after all this time, you still screw stuff up! Nyaaah!'. Because that's really dull and irritating.


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

The Terra Conspiracy story arc from Ginger Yates ends on a decidedly "failed" note. There are others though I can't think of them off-hand. Lots of villain arcs end with you having been a patsy to do something good or against your own interests such as Captain Petrovich (save the Iron Widow) and Darrin Wade (Midnight Draws Near/suicidal mission that helps a plot to free Rularuu which IS suicide) but there are others.


 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
But not failure for the sake of saying 'Hey, even after all this time, you still screw stuff up! Nyaaah!'. Because that's really dull and irritating.
That's what this comes down to. As our story arcs are to be viewed as independent standalone stories, having them end in utter failure is an exceptionally bad idea, and the Techbot pins the reason down perfectly. A story that has you fight like a devil, struggle, persevere and soldier on, only to end up telling you that even after all of that, you STILL fail... It causes me to yell at my screen and as "Well what the point of that?!?" I've watched entire movies seeing the hero struggle on, all the time thinking "OK, now he's going to turn it around. OK... Now. OK... NOW! Well any time now, sunshine!" And then they end in a stupid "you suck" ending and I'm left just staring at the credits as a realisation slowly sinks in: I just wasted two hours of my life, and for what?

Hero dies, everything goes to ****, evil wins and... Why, exactly, did I have to sit down for two hours to see this? Evil wins by default. This isn't interesting. If I knew evil was going to win, I'd have passed on the movie and gone to watch something else. It's like the story of David vs. Goliath if Goliath had simply toyed around with David for two hours and then stepped on him. Ugh... The story of David vs. Goliath is interesting because it depicts an underdog who fights against incredible odds AND WINS! Underdogs lose to the world all the time. If we made a movie every time it happened, we wouldn't have time to sleep. A story where the strong oppress and defeat the weak is not an interesting story. It's snuff porn.

Speaking of this, having actually seen a fair few comics of that nature (again, because I kept thinking they'd turn around before I realised the author was fulfilling his snuff fetish), I'm determined to never watch a movie, play a game or read a story that mandates a "you suck" ending in a crapsack world. This is simply never written well, because it's written either to someone's mental break down or to someone's hate fetish. If this is written well, then it's not the end of the story.

So, no. No, thank you. I don't want to see any more stories that always give you the bad ending.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

I brought up the ones we have to say basically "we already have enough of these" (especially villain-side). I don't think we need more (or at least not many more) stories of this sort either.

To be honest though, it is different from a movie in that the story of your Character goes on after the story of the Contact ends. And having one or two failed missions over a career, despite our best efforts at the time, adds depth to a character. It becomes the thing(s) that haunt the apparently successful super-hero. The irritating interviewers bring up the Tanya Tylers and Captain Indomitables you failed to save to get a rise out of you but all the fans have forgiven you and say it makes you more human.

However, while it works from a character-building stand-point, it fails from an entertainment stand-point so it should be fairly rare.

I also wouldn't be surprised if some of the new GR stories are exactly of this type. It's hard to tell a story of resistance against an overwhelming enemy that doesn't have at least a few failed or at least thwarted missions. It would be pretty unrealistic not to for one thing, but it also adds to the dark and scrappy feeling of being a freedom fighter/terrorist. You can't win every fight but you keep fighting the war. Gaining inches you hope will eventually win out in the end... maybe not for you but perhaps for a future generation.

Just my opinion though.


 

Posted

To be fair, if you read my post I wasn't suggesting a mission fail in the true sense. I merely suggested it might be interesting to have some different spins on missions. Meaning that well written missions/arcs could perhaps add some sense of drama.




My deviantART page (warning some images nsfw)

GGRRR Comic Series GGRRR Comics on Facebook

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
That's what this comes down to. As our story arcs are to be viewed as independent standalone stories, having them end in utter failure is an exceptionally bad idea, and the Techbot pins the reason down perfectly. A story that has you fight like a devil, struggle, persevere and soldier on, only to end up telling you that even after all of that, you STILL fail... It causes me to yell at my screen and as "Well what the point of that?!?" I've watched entire movies seeing the hero struggle on, all the time thinking "OK, now he's going to turn it around. OK... Now. OK... NOW! Well any time now, sunshine!" And then they end in a stupid "you suck" ending and I'm left just staring at the credits as a realisation slowly sinks in: I just wasted two hours of my life, and for what?

Hero dies, everything goes to ****, evil wins and... Why, exactly, did I have to sit down for two hours to see this? Evil wins by default. This isn't interesting. If I knew evil was going to win, I'd have passed on the movie and gone to watch something else. It's like the story of David vs. Goliath if Goliath had simply toyed around with David for two hours and then stepped on him. Ugh... The story of David vs. Goliath is interesting because it depicts an underdog who fights against incredible odds AND WINS! Underdogs lose to the world all the time. If we made a movie every time it happened, we wouldn't have time to sleep. A story where the strong oppress and defeat the weak is not an interesting story. It's snuff porn.

Speaking of this, having actually seen a fair few comics of that nature (again, because I kept thinking they'd turn around before I realised the author was fulfilling his snuff fetish), I'm determined to never watch a movie, play a game or read a story that mandates a "you suck" ending in a crapsack world. This is simply never written well, because it's written either to someone's mental break down or to someone's hate fetish. If this is written well, then it's not the end of the story.

So, no. No, thank you. I don't want to see any more stories that always give you the bad ending.
And I've got to disagree - because if you always win in the end, what's the point? Where's the actual risk? Why not just reduce missions to "You walk in the door and everyone surrenders, here's your XP-in-a-box?" (I'm looking primarily at the game, yes, but - well, for instance, my favourite of the Star Wars trilogy (original) is the second, ending on a decidedly dark note. Now, yes, we know - even when the movies were new, we knew - that the rebels would, in the end, win somehow, just not how they'd get out of the mess they were in, how they'd get Han back (or if!) I think it's part of the appeal of anime for some, too. American cartoons, nobody's ever really hurt. Suddenly this japanese animation comes along and - what's this? A main character, killed? Not just sitting there with a lump on their forehead? Woah!

It's part of why I like the longer arcs, too - more room to tell a story, go through highs and lows instead of trying to rush through in 5 missions or less for the sake of the "streamlined" (cut down) arc.

Give me a good story. Let me see that no, I can't always win, or even that when I do, not everyone does - we're solving problems by fighting, after all, and there's always the risk of bystanders getting hurt, innocents in the crossfire. (And yeah, one of my early MA arcs has this - you defeat a Coralax/DE plot, but the contact knew one of the victims. Her last words to you mention going to tell a child her mother's not coming back.)

Being invincible, always getting the perfect win and having everything go exactly my way = boring.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
And I've got to disagree - because if you always win in the end, what's the point? Where's the actual risk? Why not just reduce missions to "You walk in the door and everyone surrenders, here's your XP-in-a-box?"
Bill, what the hell, man? You're better than this. Why would you of all people use a sliding scale argument THAT obvious. There is a WORLD of difference between having the confidence that a story won't end on a downer ending and having no story at all. No-one said you have to have everything given to you. You have to fight for your right to party, as it were. But that fight has to amount to something. And, what's more, you can't compare a cliffhanger ending with a downer ending. They're just not the same thing.

As far as anime goes, even though important characters have the tendency to get cut in half a lot of the time, the story itself tends to have a clear, obvious resolution at the end. Well, unless it decides to pull an Evangelion ending and I realise I just spent 64*20 minutes wasting my time and I do my best not to punch my expensive stuff. Like I said - I'm not against drama, or even tragedy in my fiction. Hell, that's what makes fiction so good. I just want an ending that makes the whole experience worth it, and a downer ending just is not this.

And again - are you seriously suggesting that some movies (let's go with movies) have to end in downer endings so the audience won't know what to expect? Because that's not how it works. When people go to watch a movie, they expect a decent ending that provides closure, and when they don't get it, they storm out. Oh, sure, some people enjoy the Cloverfield "They all died anyway, so what was the point of the movie, then?" endings, but I dare say not many share that sentiment.

In fact, let's go back to Anime. I've watched a lot of anime, and the more I watch, the more I begin to realise one thing. When it starts out, the good guys always losing and always being the underdogs is dramatic and impactful. It puts us in the right mood of horror and pessimism about the dangers they face. But after a while, that wears out, and when an anime drags on for episode after episode with me waiting for the heroes to stop sucking and finally get the story going, I just start tuning the drama out and what I'm left with is one long emo train of torturous experiences, otherwise known as FILLER.

Naruto was on the verge of doing this, then averted it, then had 200 episodes of filler, then a few good ones and it's been basically filler for the majority of the Shippuuden. Soul Eater started out very nice, but with three distinct storylines wrapping up in downer endings and without a resolution or even a ramping up in sight, I just gave up on the thing entirely. Good animation is not worth a crappy, slow-plodding plot. The original Dragonball Z had enough simple drama for what it was, but it was 90% filler. The new Dragonball Kai cut most of the filler out and left just the plot-important scenes intact, giving us just enough hopelessness to make certain scenes feel disturbing, but it brings us resolution quickly enough, so that works out in the end. Shaman King has a good mix of drama and hopelessness to success and heroics and still ends on a high note.

I have never seen a story that ended on a downer ending that was actually good to read, watch or play. Ending a game on a downer ending and never releasing a sequel to fix it is just as bad as releasing a game that ends on a cliffhanger and never producing a sequel at all. And Soul Reaver slipped by the latter on the skin of its teeth.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I have never seen a story that ended on a downer ending that was actually good to read, watch or play. Ending a game on a downer ending and never releasing a sequel to fix it is just as bad as releasing a game that ends on a cliffhanger and never producing a sequel at all. And Soul Reaver slipped by the latter on the skin of its teeth.
Well then perhaps go read some literature? Because that 'downer ending' is a literary tool not uncommonly used. I can't say the same is used for movies and anime but comparing that to the CoX mission stories, they aren't the same.

As is, I often only skim the contact dialog and NPC dialog and forget the rest. Because I can get filled in on what's actually happening after finishing the whole thing reading about the souvenirs...because you know it's going to have the same old happy ending.

Just FYI, the OP isn't suggesting some overblown 'snuf pr0n' you're accusing him (and another FYI, started making you sound like a ranting troll. no disrespect). Just an additional way of telling a story.


 

Posted

It could work, it could fail miserably. It really depends upon the story.

I'm typically more accepting of a 'bitter-sweet' ending. A real hero might screw up along the way, but he's not just going to tuck in his cape in go home either. It's not realistic, to me, that after the villian blows up the school bus, I would just be like "Well darn!" unless I am also dead. It would irritate me to no end if the story just forced me into not going after the villian or doing anything at all.

After we get the villian, play up all the horrible atrocities he committed, and then force us to question if we couldn't have done better. But don't just force me to quit.


 

Posted

Quote:
Originally Posted by Leo_G View Post
Well then perhaps go read some literature? Because that 'downer ending' is a literary tool not uncommonly used.
I say I hate downer endings and you send me off to read literature replete with downer endings... Isn't it obvious what that's going to do? Either I will and be dissatisfied or, much more likely, I won't for this express reason.

Quote:
Just FYI, the OP isn't suggesting some overblown 'snuf pr0n' you're accusing him (and another FYI, started making you sound like a ranting troll. no disrespect). Just an additional way of telling a story.
That was just an illustration of where my extreme hatred of downer endings comes from, not an allegation that that's what this thread was about. If I somehow inferred that this is what was being suggested, I apologise. I don't see where I could have done this, but I accept the possibility that I'm misrepresenting myself. It's happened before.

By the same token, this actually IS the kind of emotional reaction I have to downer endings. I've seen a fair few, and believe me - if it's bad enough to keep a jaded ******* like me awake at night, it's not something I'm going to want to approximate even a little. As I said, I don't mind drama and tragedy, as long as it gets resolved. A story that ends in a downer ending effectively accomplishes nothing but wasting my time, and this includes "great" works of literature in there, as well. There's a reason it took me 20 years to even consider looking at the kind of literature I was taught in school, because it took me this long to learn what to pass on before I get too deep in the actual book.

Call me a sissy if you want, but any story that leaves me more depressed than I was when I'm done reading, watching or playing it is not worth my time. I have plenty of ways to depress myself by just looking out my bedroom window. What I don't have enough of is ways to make myself feel better, and that's what I play games, watch movies and read books for. It may be sappy, it may be predictable, it may not be intellectually stimulating, but as long as it makes me feel better, I frankly don't care. It's never a question if we'll have a sappy good ending. It's a question of how we'll get there.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I say I hate downer endings and you send me off to read literature replete with downer endings... Isn't it obvious what that's going to do? Either I will and be dissatisfied or, much more likely, I won't for this express reason.
I say that because the 'idea' isn't inherently 'bad' because there are great literary works that use this. Iconic novels and short stories that don't end on a chipper note. Authors who end a marginal amount of their work where not everything is 'happily ever after'.

Just like there are fathoms of countless stories on the shelves with radically different approaches and endings to give readers the variety of choice, I'd advocate the same for CoX missions. Because as is, the majority (I rarely ever come across a mission that doesn't have a happy ending) of our missions are rudimentary in their resolution.

As for the OP's idea, I'm still on the fence. Just like we have these reactions in this thread, you're bound to have people that hate 'auto-failing' (even if it's not actually a failure, just red words popping up on the screen). But I'd like more diversity in mission scope and resolution. Branching stories, not-so-nice endings, more objectives, etc.


 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
Forced failure is not, in my opinion, fun.
This. I don't mind content that's failable due to the player's own mistakes or wrong actions. As other people have said, failure *can* foster drama and character development. But failing a mission *simply because it's written that way* and there's no player action that could change the outcome? Not fun.

I already handwave away dev-created content that godmodes my character. I'd probably do the same with a player arc that did this, and avoid that author's material in the future.


 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
Only if it's written well. And even then, only if it absolutely has to be done.

Forced failure is not, in my opinion, fun. It's like the stupid timed mission in Tina's arc in PI, where you have like a five minute mission. Even if you bust a gasket and manage to complete it..oh look! You STILL failed!
That sort of thing is disheartening, and not in a 'I shall have vengeance!' kind of way, more 'F this, I'm going to go get a drink and watch a film..." sort of vibe.

Character death that serves a point and tugs a few emotional heartstrings, yes. Like Aerith in Final Fantasy 7. And...oh, damn...the man who got a statue outside Kings Row yellow line station, who was in the CoX comics...
But not failure for the sake of saying 'Hey, even after all this time, you still screw stuff up! Nyaaah!'. Because that's really dull and irritating.
Totally agree with you, Techbot.

Good stories don't always have to end with sunshine & lollipops, but stories that don't at least bring closure (as in a sense that something changed, hopefully for the better, but who knows) have to be extremely well-written. And although our writers try, their work in this game really isn't great "literature" - it's entertainment pure & simple.

The guy in Kings Row, BTW, is Cyrus Thompson, aka Breakneck. He's one of my in-game heroes and I usually try to take at least one picture of my characters standing there beside his statue. His story didn't end "pretty", but it was well-written and his death had purpose within the context of the story and the setting of Paragon City.


Altoholic - but a Blaster at Heart!

Originally Posted by SpyralPegacyon

"You gave us a world where we could fly. I can't thank you enough for that."

 

Posted

Quote:
Originally Posted by Leo_G View Post
I say that because the 'idea' isn't inherently 'bad' because there are great literary works that use this. Iconic novels and short stories that don't end on a chipper note. Authors who end a marginal amount of their work where not everything is 'happily ever after'.
Let's avoid making me make an even bigger *** of myself if at all possible

Quote:
As for the OP's idea, I'm still on the fence. Just like we have these reactions in this thread, you're bound to have people that hate 'auto-failing' (even if it's not actually a failure, just red words popping up on the screen). But I'd like more diversity in mission scope and resolution. Branching stories, not-so-nice endings, more objectives, etc.
See, this I can roll with. Make the wrong decisions, things end up BAAAD! It's no different from something like Mass Effect, where a prepared, able Shepard can basically everybody who can be saved, whereas a sloppy, stupid Shepard can get everyone, including himself killed. Let's just hope that Joker can save the universe. As long as there are no "supposed to lose" fights and I still have a shot at a good ending if I play my cards right, I see no problem with this.

Really, I don't want to burn all stories with downer endings. I just don't read/watch/play them, or if I have a choice, I change them. Giving me the ability to still succeed if I do well enough ought to take the icky out of the idea.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

I'd like a few more stories like this too. But as others have said, they need to be written well. I like the arc that Alpha mentioned. The one with Cyrus Thompson in it. The ending left me touched, and he became one of my favourite heroes in the game.

For similar reasons, I was also left emotionally moved by a couple of other arcs in the game, too. One of the early peacebringer arcs includes a kheldian that you were just too late to save. It was the first real negative turn I'd seen in-game, and I took a moment to realise what had actually happened. It really was a dreadful thing to me at the time.

However, without spoiling anything, the two arcs that move me most are the tales of Pyriss and Tanya Tyler. Tanya's made me feel really very sympathic, but Pyriss was something else. I felt guilty. That was my fault. No other story thus far has really made me feel so strongly for an arc I did in a video game.

For those who haven't played Pyriss's out story, I highly recommend it. While it made me feel awful, I really found it to be a good play.
The first arc is Peter Themari's 'Three Cheers for Sweet Revenge', levels 10-14.
The second is Vernon von Grun's 'Von Grun's Science', levels 45-50.
The gap between them is pretty big, but the progression in time is part of the story.


 

Posted

How about more failable missions where the mission is particularly difficult? Not that stupid 10 minute mission where even if you succeed you still fail, but a mission where if you succeed... you succeed, but you really have to go all out TO succeed. There's a fair amount of missions that are very failable, such as the mission in the LGTF where most choose to kill the crazy girl who won't shut up. And then there's General Pistolwhip in that other RWZ mission.

What we need is missions where failure is an option and the penalty for failure is not "oh, he teleported away just in time so all is good" but instead "He's dead. You failed to save her and she lost her life." That is, we need missions in which FAILURE AND SUCCESS HAVE DIFFERENT STORY OUTCOMES.

That's my point here. I feel a lot less attachment to a loss that I'm not given the option to fight to protect. This is one of my favorite things about Suikoden: Most of your 108 characters can die, but if you play the game perfectly they're all alive and well at endgame.

Crono Trigger's a great example, too. At the part of the game where the main character dies... he only dies if you lose. The battle is semi-scripted, in that the opponent is 10-20 levels stronger than what you're really prepared to face, but it IS possible to /beat the game right there/ instead of having Crono die.


NPCs: A Single Method to Greatly Expand Bases

 

Posted

I'm all for stories where the Hero/Villain isn't exactly triumphant but which give a sense of achievement. Blueside there are several (older) arcs which do this, most of them having already been mentioned. The Iron Hand one also features as that kind of arc. And the failure really sits with the contact who, for the purposes of the story, didn't get a Hero involved in time to 'save' the guy.

What I'm not for is sudden shifts in story that suddenly make everything you've done so far redundant and result in an Epic Fail. I place these in the 'I woke up and it was all a dream' category (i.e. bad writing).

There are some of these in the MA but I don't believe I've come across any in the canon. Perhaps I've just been lucky.

I am also against contacts who never shift their opinion of you, especially those who constantly treat the player character like a moron. There's quite a few of those too in the MA, including one Guest Author arc.

I'd like to see more contacts who are, well, a little pathetic. Their own self doubt prevented them from seeking help and so by the actions of the Hero/Villain they can hope to have some closure or redeem themselves a little and be very grateful for the player character's assistance. Even if it all ends in tragedy, at least the contact will realise that it is not the player character's fault but their own inaction (I suppose in literary terms this could be dubbed a 'Hamlet Scenario', but then I'm just being pretentious ) that caused the outcome.

As long as there is reward (in story terms, XP-wise it's all the same) of some kind then I think it can be done very well.


 

Posted

Maybe not have a failed mission, as if it comes up with mission failed when you exit, but as the story is written to not go to plan.

A good idea for this could be done in MA, you could have a save ally which was set as a minion and had a taunt aura so it was precariously hard to save them, but if it could be set so when they are defeated a new task was set then that would be the cherry on top =)


 

Posted

Quote:
Originally Posted by Leo_G View Post
I say that because the 'idea' isn't inherently 'bad' because there are great literary works that use this. Iconic novels and short stories that don't end on a chipper note. Authors who end a marginal amount of their work where not everything is 'happily ever after'.
A few years back all the animals went away. We woke up one morning and they just weren't there anymore. They didn't even leave us a note, or say good-bye. We never figured out quite where they'd gone.

We missed them.

Some of us thought that the world had ended. But it hadn't. There just weren't any more animals. No cats or rabbits. No dogs or whales. No fish in the seas. No birds in the skies. We were all alone. We didn't know what to do.

We wandered around lost, for a time. And then someone pointed out that just because we didn't have animals anymore, that was no reason to change our lives. No reason to change our diets or to cease testing products that might cause us harm.

After all, there were still babies.

Babies can't talk. They can hardly move. A baby is not a rational, thinking creature.

We made babies. And we used them.

Some of them we ate. Baby flesh is tender and succulent.

We flayed their skin and decorated ourselves in it. Baby leather is soft and comfortable.

Some of them we tested. We taped open their eyes, dripped detergents and shampoos in, a drop at a time. We scarred and scalded them. We burned them. We clamped them and planted electrodes in their brains. We grafted, and we froze, and we irradiated.

The babies breathed our smoke, and the babies' veins flowed with our medicines and drugs, until they stopped breathing or until their blood ceased to flow.

It was hard, of course, but it was necessary. No one could deny that. With the animals gone, what else could we do?

Some people complained, of course. But then, they always do.

And everything went back to normal. Only...

Yesterday, all the babies were gone. We didn't even see them go. We don't know what we're going to do without them. But we'll think of something. Humans are smart. It's what makes us superior to the animals and the babies.

We'll figure something out.



--Neil Gaiman, Babycakes
Now a comic!


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

That was a good story

Way to break the flow.


 

Posted

First off, I love Neil Gaiman.

That being said, a game is NOT a story. A GAME is something in which you can succeed or fail based on luck and/or skill, usually with a heavier reliance on skill. A STORY is something in which you cannot affect the outcome. City isn't a Massively multiplayer online STORY. It's a game, which means that any serious success or failure needs to be in the hands of the guy playing the game.

While I'm all for drama if a hero fails, I am entirely opposed to the idea of a player character being forced to fail. As a long time Dungeon Master, I know that it breaks immersion and really annoys players. (That's right, breaks immersion. Why? Because to really make a forced fail instead of just an overpower fail, something's got to happen that makes the player say, 'But I could have X. Why didn't you let me X?' My most notable example is fighting a boss once who had apparently set off some sort of attack to Defeat us that we weren't allowed to avoid... except I had a readied action and a Scroll of Time Stop, and the DM just said no.)

I'm all for stories that expect the player to fail, and I'm all for dramatic hits when that happens, but if failure is the only option AND it's a dramatic failure, then it's just annoying in a game where you're supposed to be the hero.


NPCs: A Single Method to Greatly Expand Bases

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
Neil Gaiman, Babycakes
I know it so totally isn't the point, but my inner biologist is yelling, the humans are okay? When there are no animals? Don't you know what an ecology is?

This is also one of my problems with scripted failure in games. All too frequently it isn't just depressing, it's stupid and annoying, as well.


Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.

 

Posted

Quote:
Originally Posted by CapnGeist View Post
That being said, a game is NOT a story. A GAME is something in which you can succeed or fail based on luck and/or skill, usually with a heavier reliance on skill. A STORY is something in which you cannot affect the outcome. City isn't a Massively multiplayer online STORY. It's a game, which means that any serious success or failure needs to be in the hands of the guy playing the game.
Have you played CoX? The GAME and the STORY are separate. As is, it doesn't matter much your actions, because you'll get the same story. The souvenirs will read the same. The enemies in the next mission will not know the difference.


 

Posted

Quote:
Originally Posted by Leo_G View Post
Have you played CoX? The GAME and the STORY are separate. As is, it doesn't matter much your actions, because you'll get the same story. The souvenirs will read the same. The enemies in the next mission will not know the difference.
Actually, many souvenirs notes will vary based on whether you succeed or fail at certain missions. For some of them, you even get a different souvenir.


NPCs: A Single Method to Greatly Expand Bases