(Villains only) How evil do YOU want to be, really?
This is EXACTLY what I disagree with. Why? If this were an impartial movie or story, then obviously villain would have to either fail or pay a high price. Bit this isn't it. This is a game where I play the villain. Why should it suck for me even in victory?
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The basic difference between heroes and villains in most stories is that heroes defend the status quo and villains attack it. There are exceptions, but by and large hero stories aren't about bending the world to your will and changing how everything works for the better: they are about fixing the problems created by the villains. Even in Star Wars: a New Hope, where the heroes are 'the rebellion', they are trying to re-establish the good old days from before the Empire, etc.
So when I think of a successful villain, I think of people like...
Lord Recluse: Possibly the most successful villain in all of fiction. He has his own country, similar to Doctor Doom, but because he has strengthened its' defenses by inviting us invincible player characters to live there, he has to constantly be on the lookout for the one Destined to literally hand him his own head, in addition to fomenting dissension among the ranks of his own organization because if he doesn't, they will betray him because they are villains! If you are a successful villain, it's because you have a hold over other succussful villains, and because they are villains, they will not be satisfied with that. I count him as even more successful than Doom because he employs thousands of top rank villains (instead of just some robots and quaint European villagers). Also: no Squirrel Girl.
Countess Crey: a successful businessperson who employs many legitimate people who probably don't even suspect them of villainy, similar to Lex Luthor. If she were not a villain, she would be making legit money hand over fist with her advanced tech. But she's a villain, so she is up to her elbows in illegal cloning, corporate double dealings (to the point of graverobbing and violation of Vanguard authority), etc. If she were not doing these things that subject her to the continual interference of spandex-wearing dogooders (and rival villains such as ourselves), she would not be a villain (and probably be making much less money). It's a little like Doctor Evil from the Austim Powers movies. If he didn't have evil henchmen (necessary for his evil doings), he would not suffer betrayal at every turn and need that button for opening the trap door over the fire pit.
The Emperor: Declared Emperor? Yep. Hunted down and killed every member of the only organization that could oppose his powers? Yep. Ensured his power by seeing to it that the one person who he empowered as his legacy was emotionally and physically crippled so as to be dependent on him ? Yep. Had a plan for trading that person out for a better model before they could challenge him? Yep.
To be a successful villain in a game, one wants to get by with the day-to-day schemes/missions/scenarios and beat up 'good guys', but we have that now (although we could do with a LOT more missions that put us up against teams of heroes that feel more like the Teen Titans or Young Warriors instead of fighting what is essentially S.H.I.E.L.D or the Green Arrow Corps all of the time).
What I want from this game is indeed more recognition of my accomplishments (in the form of altered dialogue from npcs) and more of a feel of choosing my own goals.
For instance, what if you could start an SF though a dialogue tree that gave you choices:
"<villain name>, the mission you sent me on to investigate the Circle of Thorns has borne fruit! I have a wealth of information for you. Which do you wish to hear about first?
- The Seal of World Destruction?
- The Amulet of Everybody Do What I Say?
- The Gem of Infinite Wealth?"
...and go from there. Even if the means of pursuing each of those goals were very similar (but not identical, that would feel cheap), it would enable me to choose a different goal for my character Dame Fatale than my character The RastaNefarian.
Even if my character went through the SF, and opened the Seal of World Destruction, obviously the world isn't instantly destroyed. However, I can still succeed: I can unleash some AV that could potentially destroy the world, only to find out it can't destroy the world until The Stars Are Right (not this millenium), or it won't obey until I make it fear me (oops I guess I hit it too hard), or even have it reward me with a rendered cutscene of the Freedom Phalanx destroying it in battle (and a badge, kthnxplzbai).
Do villainy, then sit back on one's laurels with no underhanded henchmen seeking to supplant us, former allies seeking revenge or rival organizations infiltrating our ranks?
What you are describing, dear sir, is retirement.
The closest I can think of to a purely successful villain with no drawbacks would be Tyrant/Emperor Cole, since he is looked upon in the lore as being grey morality (and that may be about to change) or Ozymandias from Watchmen (and tell me even he doesn't have room for a bit of paranoia).
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
@Golden Girl
City of Heroes comics and artwork
It shouldn't necessarily 'suck'. But there should be a difference in the feel between heroism and villainy. If both games rewarded you with the same feeling of accomplishment and adulation, the situation would be even worse (IMHO) than it is now: Redside would be nothing more than blueside with a goatee.
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Think about it this way - in a world without super heroes, Countess Crey would be completely and utterly untouchable. She doesn't face danger from within, she doesn't have to worry about traitors... OK, she gets the odd one here and there, but Crey are quick to dispose of those. Basically, there is nothing inherent in and of her status quo that poses a danger to her. The danger comes from the outside, from the forces of GOOD.
If we are ever given closure to our villains, I don't want it to come with a dozen caveats, such as constant betrayals, misery, unhappiness, rotten luck and so forth. If I am ever given closure as a villain, then I want it to be just as satisfying as if I were given closure as a hero. Not the next best thing, not the least horrible outcome. Something that ends up with me feeling proud of myself for having achieved it. Time After Time qualifies, because it is an utterly unmitigated success. Lots of things go wrong along the way, but right at the end, you have beaten everybody, you have shown the world how strong you are, you have suffered no permanent damage and you are trading NOTHING off for that victory.
I cannot accept that villains should be more miserable than heroes as a general practice, especially when you compare people like Spider-Man, a hero who's life keeps finding new ways to suck, to Dr. Doom, a villain who wins even when he loses.
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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Over all I agree with Sam and the others. While I am not a true villain style player, I know that the characters redside need more respect in the end. It's nice to say that Recluse has the back's of people like Daos and Brass, but many of the other contacts are not so lucky. As we get higher in level, we should be treated with more respect or fear.
It would be like a contact constantly calling you true green behind the ears to help them, or to act like Dan Turpin from the Superman AS and treat you as a tresspassing vigilante that the world would be better without. Alot of blueside players would not be happy being treated that way even after they out level the content.
The way I view the redside, is that the paper mission guys are fixers. I am new in town and they are helping me find work by introducing me to their friends. The disconnect starts when their friends start treating me like garbage evenb though I have already proved myself so far. I mean I am fine with things starting out insulting, but I want to see in text I have earned their confidence. By the time I hit Grandville, they should know my name, and know I am not to be trifled with.
I started doing the I17 content with my main hero. I like it. I get to be a snarky hero doing what heroes doing best. I am reminded of Spider-Man. If the villain side is the same as I am believeing due to whats being said, they need more content like that.
As far as villainy, not everyone wants to take over the world. I have had several toons that would be happy to overthrow Arachnos and leaving nothing in place. They don't want the desk job waiting for the knife in the back, and running the world is to much like work. Some toons are simply looking for a good time and looking to steal what ever is not nailed down. They do not want to hurt others, but will defend themselves.
As for Phipps and Ugua. I would love to be able to take them both down. As a villain. Both are intolerable.
I cannot accept that villains should be more miserable than heroes as a general practice, especially when you compare people like Spider-Man, a hero who's life keeps finding new ways to suck, to Dr. Doom, a villain who wins even when he loses.
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I'm not saying that the most successful villain should have more strings attached than the suckiest hero (not saying Spidey sucks, but you get my point).
I'm just saying that even in victory, villainy should feel villainous.
Perhaps I misunderstand what you mean by 'closure'.
I'm just saying that if you are the type of villain who has minions, then by definition your minions are evil, which means by definition they are eventually going to try to destoy/conquer/rob the world themselves, which almost certainly means betraying you: the game should acknowledge that. It's part of the fun of being a bad guy.
Of course, if you aren't the type to have minions, then you just have to deal with all of Arachnos, Crey, Nemesis, and everyone else trying to keep you from conquering/destroying the world or robbing them by yourself. This should not be handwaved away.
IMHO, It's part of the fun. It's part of why one chooses to play a villain in the first place.
Succeed as a hero, and you get a ticker-tape parade, and the Key to the City from the Mayor. Kids wear kid versions of your costume. Your name is brought up in schools and households a role model.
Succeed as a villain, and you get to lounge on a throne with a slave girl chained at your feet...but if I were you, I'd have someone taste that victory goblet of red wine.
It's not a downside, it's part of the point.
Perhaps this might illustrate it better:
If I am playing the Nazis in a real time strategy game, I should have just as much of a chance to win as the Allies.
But if I am playing the Red Skull in a Marvel game, part of the expected and desired experience is to get my face punched by Captain America. And even if I win at the end, my reward is to create a dystopia...not a utopia, but a dystopia.
If I am not trying to make the world a worse place (indirectly for myself as well) then I am not playing a villain. Maybe an antihero, or a Dark Hero.
Sure, my character may beleive she intends to create a utopia, but, if she were right, she wouldn't be a villain.
...or would she? Kind of brings us back to Ozymandias...
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
I know they suck, and I know that's not a good thing to have in your game. This is why I'm advocating for less vile, less disgusting evil and more comic-booky, more iconic villainy. Less poisoning children and abusing school teachers, more taking over the world and building death rays. Less selling people to slavers and butchers, more robbing banks and stealing ancient power. If anything, disgusting evil is a drawback to the game, because it creates exactly those kinds of reservations - that evil CAN'T win, SHOULDN'T win and that even when it does, the player MUST hate himself for it.
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I talked about how I want "misguided morality" or redeeming qualities, which is what every good antivillain has, but also important is the ability to do silly things like that. That's not what everybody wants, but where is the option to do things like build ridiculous plot devices that will bring you TOTAL POWER even though it makes no sense that they would?
Otherwise, if you win, you just win at being a jerk, which is not what I want. Whoever actually wrote that Phipps dreck disturbs me as a person, to be honest.
This is actually another way that the i17 arc is good. An army of clones is like the pinnacle of camp villainous goals.
A game is not supposed to be some kind of... place where people enjoy themselves!
This is actually another way that the i17 arc is good. An army of clones is like the pinnacle of camp villainous goals. |
Bank + [Walk] = Win
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.
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@Golden Girl
City of Heroes comics and artwork
Folding@Home
Photoshop doesn't make a good artist.
Everyone loves the new villain arcs. Having finished the first and halfway through the second, it's plain to see why: They're fun.
But the first arc isn't really that evil. I mean, yes, your first mission is hunting down a hero before he hunts you down, but it didn't strike me as being as evil as other arcs. On the scale I enclosed below, it's somewhere between a 4 and a 6. ... Yet a lot of people are saying "The Devs got it right. This is how I want to play a villain." So, on a scale of 1 - 10, at what level of evil do you feel the Devs should average when writing stories? or 1 - I'm a misunderstood hero! I save the world and wear mascara! Is that such a crime!? * * * 5 - Blowing up buildings for the lulz and other destructive selfishness. * * * * 10 - I want to slaughter everyone that doesn't have blonde hair and blue eyes... and then everyone that does. Just curious. Have fun! |
My Lego Models http://www.flickr.com/photos/30369639@N07/ lemur lad: God you can't be that stupid... I'm on at the same time as you for once, and not 20 minutes into it you give me something worth petitioning?
Lady-Dee: Hey my fat keeps me warm in the winter and shady in the summer.
If heroes can have closure without drawbacks to it, then so can villains. SNIP
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Have you ever run "Nobody Gets It!" from Arbiter Leery? If so, whata re your thoughts? If not, I'd recommend it for you.
Paragon Unleashed, Unleash Yourself!
I'm just saying that if you are the type of villain who has minions, then by definition your minions are evil, which means by definition they are eventually going to try to destoy/conquer/rob the world themselves, which almost certainly means betraying you: the game should acknowledge that. It's part of the fun of being a bad guy.
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Most PC villains are evil and ambitious - they want something, and will use just about any means to get it.
Most henchmen (and should be contacts) are evil and unambitious - they are content with their lot in life/salary/ability, but have no moral qualms restricting their actions, and are thus perfectly willing to serve the evil and ambitious.
Not-evil and ambitious is a common sight in the real world; people that want something, but have definite (and generally socially accepted) lines they will not cross to get it.
It is by no means necessary for an evil overlord's underlings to be both evil and ambitious - the minions from the aptly titled Overlord would be an excellent example. So lot as there's burning and looting to do, they're happy to deliver the spoils to the Overlord.
Not only does it build you up, but it is a form of total camp villainy. |
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"
Why on earth would anyone want camp villainy, or camp anything, in the game?
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@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs
Why on earth would anyone want camp villainy, or camp anything, in the game?
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And it doesn't hurt to have a little fun in a game.
Obviously it can go to far- but serious stuff can go too far as well, and lose a sense of joy. (And yes, villains can feel joy.)
It is by no means necessary for an evil overlord's underlings to be both evil and ambitious - the minions from the aptly titled Overlord would be an excellent example. So lot as there's burning and looting to do, they're happy to deliver the spoils to the Overlord.
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Of course I'm not saying that it's impossible to write a beleivable story or scenario where a villain wins with no strings. I'm just saying it isn't as much fun, even if I'm playing the villain.
The occaisonal win with no strings is fine and fun, but the ultimate win for evil with no strings?
Have you read 1984? Do I have to post spoiler warnings before saying it is relevant to the topic? Let's just say that while I think it is an awesome classic, 'fun' is not on the list of adjectives.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
Why on earth would anyone want camp villainy, or camp anything, in the game?
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"The Dark knight" is an awesome movie, but it's still a guy dressed up as a bat fighting an evil clown
@Golden Girl
City of Heroes comics and artwork
Have you read 1984? Do I have to post spoiler warnings before saying it is relevant to the topic? Let's just say that while I think it is an awesome classic, 'fun' is not on the list of adjectives.
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Real world awful boring villainy: police state, militarism, suppression of artists and intellectuals.
Comic book villainy: Minions in stylish themed outfits, clone army, zeppelins, death rays.
I don't think anyone here wants to be a dreary villain. Arachnos is occasionally comic book, but the Rogue Isles overall is more frequently dreary. I'd prefer to be in on schemes where I ally with ancient Romans, space aliens, and secret Nazis to capture superheroes and use them to power ancient Roman giant robots. Oh, wait, we have to stop that.
@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs
A key theme of 1984 was the banality of evil. Villains may be evil, but banal they are not.
Real world awful boring villainy: police state, militarism, suppression of artists and intellectuals. Comic book villainy: Minions in stylish themed outfits, clone army, zeppelins, death rays. I don't think anyone here wants to be a dreary villain. Arachnos is occasionally comic book, but the Rogue Isles overall is more frequently dreary. I'd prefer to be in on schemes where I ally with ancient Romans, space aliens, and secret Nazis to capture superheroes and use them to power ancient Roman giant robots. Oh, wait, we have to stop that. |
Paragon Unleashed, Unleash Yourself!
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.
A key theme of 1984 was the banality of evil. Villains may be evil, but banal they are not.
Real world awful boring villainy: police state, militarism, suppression of artists and intellectuals. Comic book villainy: Minions in stylish themed outfits, clone army, zeppelins, death rays. |
There's also the fact that anarchofascist is even more nonsensical than communazi, and there is a constant indecision about which Arachnos is. Sometimes they are anarchist who openly promote whatever happens to be evil, while other times they're fascists who use propaganda to try to make themselves sound like the good guys. Neither is particularly effective.
Going back to the idea of classes of villain, there are generally these types:
Henchmen, Overlords, Misguided Antivillains, and Psychos
Each can be serious or camp or balanced.
Arachnos only works remotely well with henchmen or psychos, though not particularly well with either, and only dark non-camp ones at that. It's written to work with an archetype (agent of evil government) that's very rare in any comic book style setting. Usually such agents are either generic rather than themed major characters, or another supervillain archetype that simply works with them.
A game is not supposed to be some kind of... place where people enjoy themselves!
Why on earth would anyone want camp villainy, or camp anything, in the game?
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Camp value? You bet! I'd take something awesome over something reasonable any day of the week. It's why I watch anime and follow the Nostalgia Critic's reviews and why I avoid the news and reality shows like the plague.
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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Real world awful boring villainy: police state, militarism, suppression of artists and intellectuals.
Comic book villainy: Minions in stylish themed outfits, clone army, zeppelins, death rays. |
The bane of any game that has you play a villain is when you start injecting morality into it. Games like Prototype and Hulk: Ultimate Destruction and, yes, even Evil Genius, are fun not because you are EVIL, but they are fun because they are FUN. Once you start trying to punish the player for being evil and trying to make him feel the emptiness of villainy, you lose your audience. Well, you get to keep the self-loathing depressives, but that's besides the point.
Camp has its value because it takes refuge in audacity. It takes themes that would normally be very unpleasant and makes them FUN by sidestepping the morally questionable issues and focusing on the AWESOME issues. So, villainy isn't about the brutality of a police state, the mass murders of genocide, the book burnings of censors and so forth, but is instead about flying aircraft carriers, faceless goons with laser rifles, implausible and impractical death rays, tunnels to the centre of the earth and aliens who want to destroy all humans, as it were.
If I'm going to be playing the bad guy, I want the game to be fun, not an accusatory lesson in the folly of real-life evil.
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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