Do we want what's familiar or what's different?


Arilou

 

Posted

I realise that you may well be getting tired of me making these "question threads" and for this I apologise. This is just how my brain works. In my spare time, I wonder about things. Abstract things, basic concepts that sometimes don't really have much to do with the subject which inspired me to wonder about them. But at the end of the day, I still feel that the conclusions derived from these questions still have an actual impact in real practice.

I want to avoid the latest "that's what players" expect argument just because we already did this, like, yesterday, but this concerns the question of player expectations nevertheless. Quick question: Try to think back and count how many times you've heard the phrase "it's like this in comic books" or something to that effect on these forums. Go on, I'll wait... ... ... I'm guessing "a lot," but I can't really speak for everyone. The thing is, that's not actually something wrong to say. People like comic books, they come to a game that's ostensibly inspired by and modelled after comic books, so naturally they expect and want what's in the game to be like what's in comic books, to the extent the genre can support it. And that's perfectly fine.

Then, however, there are people like me, and to sidestep the argument of comic books let me give a different example - the common fictional representation of sexes (side-step into a pit, but roll with it). Watch any trailer for any game which gives you classes and lets you pick your character's gender and you'll almost always see big strong men serving as the warriors, tanks or heavy infantry while women serve as mages, archers, marksmen (marks...women?) techs, scientist and anything else that's seen as less brutish and physical. I really don't want to challenge popular preconception here at all, that's not my point. But to me, this is the "base," this is what's expected. So when I sit down to make characters of my own, I start to think what I could do that HASN'T been done before. Yes, cute bruisers, matriarch and so forth have been done in the past, but they are significantly less common in fiction, and as such they draw my attention.

This presents me with something of a dichotomy, even if it's never as binary as I may end up presenting it as. On the one hand, we have this draw for everything that's familiar to us. I'd call it "nostalgia," but it goes beyond simple affinity for the past. In the very simplest of terms, people like what they like, and they will naturally tend towards the things that they have already known before and that they have already found to like. A comic book fan who chooses to branch out into video game will naturally prefer a comic-book-like game. That's really perfectly natural.

However, on the other hand, you have people who actually reject the things they are familiar with. Call it short attention span, call it easy boredom, call it an adventurous spirit, it doesn't matter. The simple fact, however, is that some people just don't want to keep repeating the same experiences over and over again and instead always look for new ones. Always that new sound, always that new idea, always that cool new game that does things completely differently. In this day and age saturated with dirt brown and gunmetal grey hollow shooters, it would be natural for a long-term shooter fan to throw his hands in the air and look for something completely different that isn't a shooter at all just to rekindle his love of games in general, is it not?

This is the duality of wanting something that's familiar and wanting something that's different. To prove that my own dichotomy isn't as binary, allow me to use myself as an example. Speak with anyone who's ever trolled my posts and they'll tell you that I'm pretty much the most conservative, static person in the game. I don't like change, I don't like new systems that weren't needed, I don't want the game to be anything other than what it already is. So on the one hand, I hold onto what's familiar with a dead man's grip. When it comes to concepts, however, things are completely the opposite. In terms of character ideas and designs, I'm always looking not just for something new, but intentionally and specifically for something I don't like.

For instance, I never really liked the classic tights super heroes. Just not my thing. Nevertheless, on a whim one day, I went ahead and made one anyway. It was a challenge - how could I take this thing I don't like and make something I like out of it? The "how" is complex and not very interesting, but the result was a success. Not only had I made a tights super hero, but I had expanded my own horizons and the boundaries of my own preferences. Having forced myself to experience a new idea that I wasn't comfortable with, I gained new skills and new likes. This trend has repeated over the years, expanding my horizons into many different concepts that I could never have dreamed of.

Back in 2004, I only really had two or three real characters because I simply didn't have ideas for any more than that. Everything else seemed dumb and uninteresting. Come 2011 and I have 50. To most of you, that may not seem like much when some have hundreds upon hundreds. However, each of my characters represents a wildly different idea, and each and every single one represents one more step in expanding the field of characters I can work with. Even to this day I still look for more character concepts that I haven't done before and possibly that I don't like to continue this process.

At first, it may seem like asking whether you prefer things that you're familiar with or things that are different isn't much of a question. However, think about this for yourselves, look at the history of your hobbies and your desires and you may find more patterns there than you suspect. Those are what I want to know about. Obviously, all of us prefer a little bit of both. I just want to know where that boundary lies for you.


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'm much like you in that regard, Samuel. I don't want change coming to my basic gameplay. Now, if we're talking easy to learn steps that are used in a zone event, boss fight, or something else temporary, great! Anything that makes an event more exhilarating is fine in my book.

When it comes to character costumes and concepts, people might complain that all of my characters look "the same", but that's because they're all me. Same face, same hair, same build, but the costumes they wear all follow a unique theme. For example, I could be a simple street fighter, or a Victorian-esque Grim Reaper that shoots blood at people.

I love this game.


@Leetdeth - Virtue | MA Arcs(all challenge arcs): Big Magic Blowout! #369774 | Who Really Cares About This? Z! #509577 | That Meddling King! (teams recommended) #21450

 

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Originally Posted by Icy_J View Post
When it comes to character costumes and concepts, people might complain that all of my characters look "the same", but that's because they're all me. Same face, same hair, same build, but the costumes they wear all follow a unique theme. For example, I could be a simple street fighter, or a Victorian-esque Grim Reaper that shoots blood at people.
That's a good point to bring up, by the way. I've discussed the "all characters the same" issue with friends of mine (and it's a tricky subject to approach without sounding critical) and it is part of what inspired me to make this thread. I've noticed quite a few of the people whose character roster I've seen tend to either have a lot of the same character, repeatedly use the same piece many times or otherwise follow the same story over and over again. The trick here is to present this without making it seem like I think this is "wrong."

At the same time, though, getting more feedback from people who DO have rosters of similar characters would be useful to the discussion, I think. While I can certainly appreciate the practice, I can't really "get" it. Specifically, if you've already made a specific character, what do you gain by making said character again? Are we talking just exploring additional ATs and powersets but not being interested in additional concepts?

I actually brought up the topic of wanting ever more different and unorthodox characters as that seems to be a comment mine tend to get a lot of the time, and not always as a compliment. Especially recently, I've been making some truly bizarre creations that tend to surprise even me, and a few I'm proud to say freaked at least a few people out But being bizarre really isn't the drive behind making them. Much more than that, it's the quest for something new, something I haven't seen before.

Working with familiar controls is comforting, but working with unfamiliar concepts - at least for me - is actually very exciting.


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

Samuel, what you're discussing is covered in media theory under "The Other", and is about embracing those elements that go beyond your world-viewpoint, or exploring issues and physical facts that aren't yours (or aren't the mainstream).

It links back to several other topics about how society works, hegemony and power structures.

It's something inherent in the human psyche, and I could go on at length about it's affect on media and our understanding of what is "okay", what is "desirable" and so forth.

It can also be used to help explain why people choose certain options in character creation because of cultural background and pressures. Something that is subconciously influencing what a player likes, and what they find enjoyable.

I don't know if you are familiar with this avenue of media/cultural theory, or if you've stumbled upon it. But if you are interested I do think you should take a look around for some information on "The Other" (as vague as that name sounds). I'd start quoting authors/theorists, but I've not got any of my reference work handy.


Forse: lvl 22 FF/NRG Defender
Tam Krannock: lvl 37 Shield/Mace Tanker
Toppa Grace: lvl 25 Fire/Ice Blaster
----
Red Commissar: I'm in the Queen Mother. Only more awesome. And alive

 

Posted

I dont want basic gameplay to change overall. Quality of Life changes are ok. New content is ok so long as fundamental behavior in the game isnt changed or superceeded. I do like things that are different, and when I want that, I play a different game.


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

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Originally Posted by Forse View Post
I don't know if you are familiar with this avenue of media/cultural theory, or if you've stumbled upon it. But if you are interested I do think you should take a look around for some information on "The Other" (as vague as that name sounds).
Stumbled upon it, more or less, but here's the rub - I actually do want to get at least some sort of general feel from our community directly. The reason I ask these questions largely comes from things I've said to friends of mine or things they've said to me, and while I do pose these questions as asking for some kind of objective truth, I really just want to know how you guys feel, personally and in your own words.

I mean, I could grab a hold of the Catministrator and ask him why he likes using the specific set of costume designs that he does and I could grab a hold of Zombra (I think) and ask him what he finds so endearing in comic books, but... For the most part, I've actually already done this. I'd like to get a bit of a gleam into the psyches of other people around the game and around the forums, preferably without spamming their inboxes

I know the results I'm likely to get will be mixed as not everyone enjoys making long-wided explanations, but actually hearing what people have to say and noting the way they say these things is very interesting to me, and inspirational beyond that.


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

In most media, I like there to be a Core of the familiar, surrounded by as many flights of wierd fancy as possible.

Here is what I mean:

I love the fact that in City of... you have a basic 'generic hero world' that resembles DC and Marvel just enough that the comic book geek in me feels right at home...yet i am not restricted to only making four-color spandex types. There was enough wiggle room provided in the storyline and fluff that I can play someone outside that genre, like characters based on horror movies, anime, history, or whatever.

When I pick up a series of novels or watch a television show, I prefer the kind where there is an "over arc" dealing with the nature of the world, or the history of the main character, but it is not 'locked into' that story so deeply that the individual stories can't also be 'problems of the week' or wander off into bizarre territory.

For instance, I like shows like "the 4400", "Heroes" and "Dexter" that have a main character or few, but also strong side characters and side stories that were tangental to the main story but also fascinating. Shows that get too deep into a single story to the point that they become an eternal miniseries dealing with one subject or pure problem-of-the week fluff ("Psyche") turn me off.

This also extends to things like individual characters.

I like to be able to encapsulate a character in my mind quickly and easily "Inara is a classy courtesan with a heart of gold", and yet know/beleive that the character is also much deeper and more complex than that. Things like Inara's training in various combat arts and her complex (borderline abusive) relationship with Mal (when it was clear she didn't need him in any financial or physical sense) in Firefly really made her fascinating.

You can apply the same to settings (I loved the fact that Deep Space 9 was essentially a captured enemy station with potential secrets of its' own), themes...the list goes on.

Give me more of the same, but with more and more optional twists as things progress.

Would I want City of... to force me to play a driving minigame? No. Would I love the option to play a driving minigame inside City of...? Yes!

The tech we are getting that allows us to make meaningless but fun conversational choices in missions? LOVE IT! I'll love it more when those choices more often lead to alternate story options and resolutions.

There should always be a 'standard progression path', but there should also be side paths to take.


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!

 

Posted

Quote:
Then, however, there are people like me, and to sidestep the argument of comic books let me give a different example - the common fictional representation of sexes (side-step into a pit, but roll with it). Watch any trailer for any game which gives you classes and lets you pick your character's gender and you'll almost always see big strong men serving as the warriors, tanks or heavy infantry while women serve as mages, archers, marksmen (marks...women?) techs, scientist and anything else that's seen as less brutish and physical. I really don't want to challenge popular preconception here at all, that's not my point. But to me, this is the "base," this is what's expected. So when I sit down to make characters of my own, I start to think what I could do that HASN'T been done before. Yes, cute bruisers, matriarch and so forth have been done in the past, but they are significantly less common in fiction, and as such they draw my attention.
I am not sure this is the case anymore. I have noticed that there are more and more warrior women in fiction.

Any way, for me more is better when it comes to costumes. I may not use those new costumes, but I still enjoy seeing them in the game. I never play female characters, because I like to player characters that I relate to, and well I am not female. That is just me, and I don't hold it against anyone who does like to play characters of the opposite sex.

As for game systems, I like new stuff, and new ways of doing things. I really am not so attached to the old that I am resistant to change.


Types of Swords
My Portfolio

 

Posted

I tend to think that female toons who don't have physique and waist both fairly far up look... really disturbingly unhealthy.

Problem is, a lot of female jacket pieces then bulge noticably outwards around the still-not-bulging actual torso, and nearly all the belts clip badly.

So I use a small number of belt pieces nearly all the time on female characters, because everything else clips badly.


 

Posted

I don't think the two are necessarily contradictory. The human mind is very adept at finding patterns. That's what we're doing when we solve puzzles and learn game mechanics-- we're identifying the patterns that make things work.

We gain satisfaction in the discovery process and a different kind of satisfaction in that familiarity of really mastering the puzzle (Raph Koster uses the term "groking" for this level of mastery, after Heinlein's Stranger in a Strange land).

So, both discovering and groking give us pleasure. We can keep moving forward, enjoy discovering new things, and enjoying all we grok, and all is well.

The only conflict is when the thing we grok is taken away from us (changing what was once known to us). It might be ok to add a new layer atop the old one... to give us more to discover and enrich the grok, but never outright remove the original pattern.



I like playing the board game Axis & Allies. When I want to experience something new, I'll try Risk or Monopoly or Life or Shogun or some other board game. I expect A&A to play more or less the same when I go back to it though (plus or minus a new house rule or two).


 

Posted

I've stepped out of my norms (spandex superheroes) for a few characters.

Saw a catboy vampire character once, and I thought, I want one of those, but want to add the Fairy Wings and OMG I loved the look of the character, and so my Catgirl Fairy Princess Vampire was born!

Only reason I don't play her anymore is I RPed her as extremely violent and that didn't sit well with some people as being very heroic >_> RPing putting an Outcast through a woodchipper does not make for some happy RPers.

Though OOCly I got quite a few who liked the fact that she stabbed people with straws and drank their blood.

Obviously, outside my norm of Spandex Superhero. Though now that I think about it, I bet she and Deadpool could be BFFs! Hard to say if she didn't conform to the spandex superhero rule, as she wore buckled leather tights...not spandex, but pretty close.

I also have a tendancy to use the same costume pieces, body sliders, and made a new character that stepped away from all that. No body slider was the same as my main, and only three costume items where the same, Top: Tight Sleek (different design however), Bikini Bottoms and Spiked Collar (though in my defense I tend to use the Spiked Collar on all characters as a way to better seperate the neck/body that always seems off when no neck piece is there.

Loved how that character came out in looks. I think my only complaint is the domino mask (please devs make it so the eyebrows don't show through).

My Crab also stepped out of the norm of my usual spandex hero/villain, but she I think was meant to be more akin to some of the Batman style villains of civvie clothes, psycho personality.

That's the second of my six exceptions to the spandex route (if we count buckled leather as not spandexy).

My other is two that used tucked in pants, and the other was a sailor moon-esque outfit, while the fifth is my namesake who originally used baggy pants, but that was more because of how I introed her into the world of City of Heroes, more than anything else (RPer on Virtue here), in useing the same outfit as one of my first two that used tucked in pants.

So, I'm not afraid of going out of my norm, I just prefere not to, as I picked up CoH specifically for my love of Marvel/DC/Image Comics.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Zyphoid View Post
I am not sure this is the case anymore. I have noticed that there are more and more warrior women in fiction.
You may be surprised if you try to keep track of those, though. Yes, indeed, there are quite a few more examples in recent years, like Knight Commander Meredith, but there's still nothing at all like parity. As well, the basic concept is still pretty set in people's minds. At its base, it comes down to very a very simple physique disparity in fiction - men by and large tend to be strong and stout while women tend to be flexible and dexterous, speaking purely of body build. When that's the artwork in your head, it makes sense to put the chunks in charge of the grunt work and to put the ladies in charge of the gymnastics.

Now, granted, I don't pretend to be some kind of rebel by having most of my heavy lifters be female and a lot of my agility fighters and less physical characters be male. Obviously. But it's just something that's still interesting to me because I still don't get to see it very often outside of my own fiction. It's not non-existent like it was before, but it's still rare.

Quote:
Originally Posted by Kitsune9tails View Post
The tech we are getting that allows us to make meaningless but fun conversational choices in missions? LOVE IT! I'll love it more when those choices more often lead to alternate story options and resolutions.
That's something I really like, as well, and probably not for the same reasons as you. When I play City of Heroes, I don't really get involved in RP. For the most part, my contacts talk at me and I'm expected to show unconditional nodding approval of everything they suggest simply because of the limitations of the game, and so what "character progression" my guys and gals go through happens entirely off-camera. I can't slap Daos upside the head for being an arrogant ****, I can't twist Westin Phipps' head off like a wine cork, I can't feed Willy Wheeler to a hungry shark, so what do I really care about how my characters are interacting with these people? None of the interaction opportunities I'm given are even remotely realistic to their concepts, so I see them as nothing more than a game interface.

Not so with dialogues and the moral choices that come with them. Whenever I have to decide whether I want to save my clone or not, I have to stop and think... Who is this character? What does he believe in? Would he care? Why/why not? Would he rob the bank? Why? Whenever this happens, I'm more or less forced to face the unknown and essentially will character development where there was none, and do so pretty much on the spot. Writing a bio I can delay until level 20, 30, 40... Deciding whether I want to yell at Leonard or act suspicious, on the other hand, I HAVE to decide by the time I get to that point in the arc, because the arc can't progress until I make a decision.

Interestingly enough, being given a choice that has no consequences is probably the hardest type of decision for me, because it forces me to find my own justification for the option I pick. Even when the choice itself has become mundane, what I actually pick depends on the character, and so I am driven to experience something different every time. This is never the same with Praetorian "morality" missions or otherwise normal Alignment missions, simply because those I run for the faction swap or confirmation, not for the morality of the situation. Do I want my character to be in the Resistance or be a Loyalist? Do I want to be good or evil? But never "what would my character do?"

Being given a cosmetic choice in storytelling is, to me, the same as being given a cosmetic choice for my costume - nothing I pick matters, but for the importance I place on it, myself. That sort of experience tends to be new every time


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

You bring an interesting perspective to the 'cosmetic' decision-making process. I had always thought that without consequences, a decision was often equal to coin flipping (NOT in my personal case, since I tend to RP these decisions myself).

When a decision has a consequence, and you choose the less advantageous (by whatever metric) consequence purely because "that's the decision x would make", to me, that is the epitome of role playing.

But the idea that a decision having little or no mechanical consequence making it MORE indicative of a character's personality? That seems newish and rare to me.

My hope is that newer missions offer more of these dialogue choices, so that more 'character voices' can be served.

Being able to decide between:

- By your command.
- Eh, whatever, okay.
- Only because it serves my purposes.
- On it!

In a lot of situations would be fun and great to me, whether or not it loaded points onto some invisible 'relationship meter'.

If I could wave a magic wand and make it happen, a lot of 'The Sims' and perhaps The Elder Scrolls would end up in City of in terms of ways you can interact with NPCs.


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!

 

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Quote:
Originally Posted by Kitsune9tails View Post
When a decision has a consequence, and you choose the less advantageous (by whatever metric) consequence purely because "that's the decision x would make", to me, that is the epitome of role playing. But the idea that a decision having little or no mechanical consequence making it MORE indicative of a character's personality? That seems newish and rare to me.
This is probably the result of my "mechanics cynicism," actually. When I play a game, I am quite literally incapable of accepting what I see as the basic controls of the game as serious in-character decisions. For instance, in what is an otherwise ostensibly realistic FPS, I don't question the existence of regenerating health through some kind of logical explanation. It exists because patching up grenade wounds with first aid kits would be MORE immersion-breaking and because the game requires at least SOME kind of hit points system. Similarly, in City of Heroes, I don't see morality and alignment as concept-defining states, but more as pragmatic decisions. It's not a question of being loyal to the regime or violently against it, it's a question of which arc I want to run.

When I'm given a pragmatic result for a choice, I pick what's most pragmatically convenient, and if that choice happens to clash with my character... I seek a way to avoid the choice entirely. However, if I'm given a choice that has absolutely no consequence whatsoever, then I simply won't know what to pick. Giving me a pragmatic choice is a problem, and the solution is whatever is best. Giving me a cosmetic choice is... Well, a choice, and that has no best solution. When none of the options presented to me is empirically "better," then the choice I make becomes truly meaningful. I can't just "pick whatever," so the option I pick must be chosen for a reason, but what reason is that? This is where true genius comes to play. Since I don't have a reason to pick any of the option... I must create one

I have to confess - whenever the game asks me to think, to imagine, to write a story, to step away from what is predetermined by basic game design, when it asks me to create, that is when I truly enjoy it. Anyone can crunch some numbers and beat some dudes. Not everyone can come up with a convincing reason as to WHY this is happening that's taking place on the screen, at least not such a reason that makes you stop and go "Woah! Cool!"

Well, at least that's how I see it


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

This is a perspective on game design that I had not deeply considered. Thank you.


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!

 

Posted

I want different things that fall within the arbitrarily-determined comfort zone of familiarity.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

I guess I design characters to be sort of neo-spandex. A nice, cleanly designed suit without being monochrome. I like using white as a contrast/filler/variety colour. It brightens the suit up without being visually filling. I prefer to use the slightly more muted colours without getting dark. Classic superheroes without being too colourful, I guess. You could probably figure out a style from seeing ten costumes I made without any gimmick to them.

I did decide to see what you could do with the baron jacket the other day. I'm more or less planning on a plant/storm wizard for when I21 hits and had serious trouble coming up with a costume. I wanted something that wasn't too druidic but still nature-themed if only in the abstract and had little luck with it. Combining nature wizard and superhero was just a bit tough. Using a white occult baron jacket with black trim looked great and only got better when I realised that the high collar mantle doesn't have to be the same colour as the cape so I just gave him a regular deep red cape. Black Resistance pants and black baron boots completed the look. In the end, he looked incredible. Not remotely like a nature wizard, though. Still, I went for a look I never thought I would care for and ended up with great results.

Similarly, I made a specops costume for my Night Widow when I got Mask Presence, just as a gimmick. I don't care for normal soldier suits but it still ended up good.


 

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Quote:
Originally Posted by Kjell_NA View Post
I guess I design characters to be sort of neo-spandex. A nice, cleanly designed suit without being monochrome. I like using white as a contrast/filler/variety colour. It brightens the suit up without being visually filling. I prefer to use the slightly more muted colours without getting dark. Classic superheroes without being too colourful, I guess. You could probably figure out a style from seeing ten costumes I made without any gimmick to them.
This, actually, is probably a good sub-theme to explore: how conservative people are with their character themes and costumes in respect to people's own individual tastes. Now, I usually talk big, but I don't actually know the full roster of all that many people (two or three, give or take), and even if I did, I couldn't state what I'm about to say with any authority without coming off like a complete tosser, so let's see if I can phrase it... Diplomatically

It seems to me that a great many people have a small selection of styles, be that in terms of concept or visuals, that they stick fairly close to and generally don't venture away from. Some like classic tights super heroes, some like, anime-esque over-stylised characters, some prefer more down-to-earth ordinary people, and really, that's perfectly fine. You guys pay your own subscription, you SHOULD play whatever you like However, when I look at my own characters and try to determine a common thread among them, my only reaction tends to be "Holy hell what a mess!" I don't say this to brag (honest!), but more to confess that my own characters are quite literally all over the place. Almost every thread I have ever thought of (that I don't find objectionable, such as disgusting villains and so on), I've made a character from. In fact, what's holding me back from making new characters is I honestly don't know what else to make. And not just what else that I actually like, oh no. I've run out of even themes that I don't enjoy

That's actually at the heart of what made me start this thread in the first place. I saw the utter chaos that was my character select list and the mess of themes, genres and looks that I have going there, which I'm finding increasingly hard to explain to people that I'm showing the game off to (like a colleague of mine just today) and I wondered... That can't just be me, can it? Am I the only one suffering from a crippling compulsion to try new concepts and new looks and not repeat old ones to the point where legitimate characters have been left unmade, simply because they were "like" an existing one? Yikes!

So far, the responses I'm seeing don't speak well of my mental health Other than a particular person I know whose characters tend to be sort of bizarre and wild, most people seem to stick to what they like, and it looks like I'm one of the few who find satisfaction in torturing myself with thematics I don't necessarily enjoy, solely so that I can find something about them that I do like. Actually, my character select screen is kind of like my WinAMP playlist - Britney Spears next to Metallica, the Black Eyed Peas next to Lolituma, the Bellamy Brothers right after Beasty Boys... Yeah, my character select screen is starting to seem tidy by comparison

Let's stick to character creation for the moment, though, just to narrow the topic and give it a point. When making new characters, do you find yourself drawn to what you already know you like, sticking to themes you're familiar with or are you - like me - compelled to test the unknown and sometimes even uncomfortable in search for that next new "like?"


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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.

 

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Originally Posted by Kjell_NA View Post
I guess I design characters to be sort of neo-spandex.
Spandex, capes and masks are the default style for Heroes - that's why it's the style that gets mentioned by some of the enemy groups in connection with what our avatars are wearing


@Golden Girl

City of Heroes comics and artwork

 

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Depends. Change can be good or bad, it's useless to say unless you know what's it going to change into. Give me a good change and I'll take it, a bad change and I'll complain, it's that simple *shrugs*.


"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."

 

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Originally Posted by Samuel_Tow View Post
When making new characters, do you find yourself drawn to what you already know you like, sticking to themes you're familiar with or are you - like me - compelled to test the unknown and sometimes even uncomfortable in search for that next new "like?"
If I make a new character it's likely to be just to goof off. I don't got anything I've levelled to 50 yet (or past 33, for that matter) and I'd like to get to that sometime, y'know? I've made and deleted piles of characters. I just haven't played something so much yet that I grew disinterested in whatever style that character had. I like to use the additional costume slots for different styles, anyway.

I start out making a super hero or super villain. They might be themed around something but they're still recognisably comic book superfolk. As I said already, my Night Widow has a special operations costume. I wouldn't pick this for anyone's main look but it's great for variety. Whenever I run into Ouroboros I feel compelled to make a time traveller costume but I don't even know where to start with that. Eventually I plan to make a Fortunata build for the guy and make a costume designed more around those kinds of powers.


EDIT: I do intentionally make characters of different ethnicities, though. I don't have any female characters because I dislike the twiggy little arms the model has. The male model starts bulky and all but you can at least make it thin.


 

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Originally Posted by Samuel_Tow View Post
When making new characters, do you find yourself drawn to what you already know you like, sticking to themes you're familiar with or are you - like me - compelled to test the unknown and sometimes even uncomfortable in search for that next new "like?"
I never have to search for a new "like" in terms of character concept. Sometimes the costume takes a bit, but my problem is not being able to make characters as fast as I can come up with ideas I like.

The main thing that slows me down is trying to limit myself to concepts that use the latest new shiny powerset, so I can avoid having 2 characters with the same primary and secondary in the same archetype.

That and actually trying to get a level 50 (I have a Blaster at 49! So close!)...

If you want me to overload you with character concepts at any time, just let me know.


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!

 

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Originally Posted by Samuel_Tow View Post
Let's stick to character creation for the moment, though, just to narrow the topic and give it a point. When making new characters, do you find yourself drawn to what you already know you like, sticking to themes you're familiar with or are you - like me - compelled to test the unknown and sometimes even uncomfortable in search for that next new "like?"
Character creation for me tends to be wildly whim-driven. And the characters I create vary in depth and seriousness (and staying power). As someone who has made uncountable characters in numerous RPGs both as a player and a GM over the years, many of which embodied one concept or another that I nominally despise, I find my aesthetic comfort zone for playable character concepts to be quite vast. I do not think there are any aesthetic character creation choices in this game that would fall outside that comfort zone.

Mechanical choices, on the other hand, have been a stumbling block for me. Those have a raw, direct effect on "fun" for me. I have trouble making a Traps character even if I come up with a concept for one, simply because I dislike playing the set. If I have a concept for a character that regenerates I will inevitably pick Willpower over Regeneration (if Instant Healing were still a toggle, it'd be a tougher choice). If I have a concept that begs for a control set, once I21 comes out I'll probably make a Dominator rather than a Controller. And if I have a villain concept I'll probably ignore it, not because I dislike playing as villains but rather because I dislike the Redside environment.

Comfort zone aside, there are aesthetic (and mechanical, for that matter) choices that I often gravitate to as a matter of personal style. I like to make old men, robots, and monsters. And when I make non-monsterfied/robotic female characters I tend to increase their Physique and Waist sliders - I guess I prefer a more Renaissance/Rubenesque figure. But these are not set-in-stone predilections, just tendencies.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

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Originally Posted by Tenzhi View Post
Character creation for me tends to be wildly whim-driven. And the characters I create vary in depth and seriousness (and staying power). As someone who has made uncountable characters in numerous RPGs both as a player and a GM over the years, many of which embodied one concept or another that I nominally despise, I find my aesthetic comfort zone for playable character concepts to be quite vast. I do not think there are any aesthetic character creation choices in this game that would fall outside that comfort zone.
Hmm... Good point. Enough experience with character creation probably leads to a much wider field of interest and a much more expansive comfort zone. In terms of RPGs and character creation, I'm still kind of "young" and inexperienced, something I have the tendency to forget from time to time. Quite literally the sum total of my character-making experience is those seven years of City of Heroes, as it's this game that taught me the value of a good, well-developed character, as opposed to a functional "toon/avatar/critter." In a sense, I'm still discovering all the things I like and dislike, and I can imagine how someone who's been doing this for many years might have already gone through that process.

On the flip side, we learn as long as we live

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Originally Posted by Tenzhi View Post
Mechanical choices, on the other hand, have been a stumbling block for me. Those have a raw, direct effect on "fun" for me. I have trouble making a Traps character even if I come up with a concept for one, simply because I dislike playing the set. If I have a concept for a character that regenerates I will inevitably pick Willpower over Regeneration (if Instant Healing were still a toggle, it'd be a tougher choice). If I have a concept that begs for a control set, once I21 comes out I'll probably make a Dominator rather than a Controller. And if I have a villain concept I'll probably ignore it, not because I dislike playing as villains but rather because I dislike the Redside environment.
I like your way of segregating the issues, as I more or less share your approach. Character concepts are always fun to explore regardless of how bizarre or uncharacteristic of us they become... So long as they play well. I've been called a bad roleplayer before (duh!) because I choose mechanical advantage over pure character concept, usually when I refuse to play Defenders and Corruptors. And, yes, admittedly it IS limiting to try to make everything as melee, but at the end of the day, I'm not reading a book or watching a movie. I'm playing a game. If that game's not fun to play, it's a waste of a good story, and melee is what's fun for me.

To each his own, obviously, but I did my class experimentation way back in 2004-2005, and you know what the result was? Playing Blasters for seven ******* years without being to admit I hate the AT, ending up with THREE level 50 Blasters and a lot of foul memories. What's the highest number of 50s you've deleted? For me, it's those three level 50 Blasters, plus a 50 Scrapper I wanted to remake.

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Originally Posted by Tenzhi View Post
Comfort zone aside, there are aesthetic (and mechanical, for that matter) choices that I often gravitate to as a matter of personal style. I like to make old men, robots, and monsters. And when I make non-monsterfied/robotic female characters I tend to increase their Physique and Waist sliders - I guess I prefer a more Renaissance/Rubenesque figure. But these are not set-in-stone predilections, just tendencies.
That's kind of the heart of the issue, in my eyes. I've noticed that a lot of people are willing to make characters that don't fit their preferences, but they do this as an exception to what they like, not an extension of it. You describe yourself as preferring to make "old men, robots, and monsters," and I can respect that completely. But the way you phrase your posts, it sounds like while you can just as easily make and play other things, those are what you prefer to do. That's kind of what I meant when I said sticking to the thinks you know you enjoy.

Now, granted, it's very possible my definition of "looking for the next new like" may be so extreme as to be inapplicable, but I'm speaking of actually an entirely different way of thinking about these concepts. Speaking purely for myself, I place enormous value on creating a character that I love from a thematic that I HATE. For instance, I HATE pirates and consider them to be one of the least interesting genres of storytelling that history has ever seen (personal opinion). Thus far, I've been unable to even conceive of a pirate concept that wouldn't bug me. However, if ever I were able to find a pirate that still worked for me, I would treasure that character for all time.

It's rational to create more of what we like. But is it irrational to create more of what you DON'T like in search of a way to like it?


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.

 

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Originally Posted by Samuel_Tow View Post
It's rational to create more of what we like. But is it irrational to create more of what you DON'T like in search of a way to like it?
Ah, well, I think many people do that sort of thing, though not necessarily with character creation. For instance, despite loathing seafood and having yet to find a dish incorporating it that I can stomach, if someone offers a sample of a seafood dish I haven't tried I might go for it. If I didn't do things like that I would never have discovered that I've begun to enjoy numerous vegetables that I used to hate.

Human nature, I'd say, is at war with itself. On one side we have natural human curiosity that drives us to create and try new things, and on the other we have a stubborn streak that tends to make us set in our ways (or, potentially, the ways of our forefathers, though that goes beyond the scope of this discussion). I think that time usually makes a victor of the latter, but the struggle is common enough on multiple fronts.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound