Remember that whole "choice" thing?


Agahnim

 

Posted

Y'know, the whole morality and choice system that Paragon Studios went ga-ga over a little while back? The system that they released an entire third game (or kinda third game...Okay, more a third of a game...) based around? The system where you shape your storyline and effect the world around you based on who you work with and key decisions?

Yeah, I've made at most three decisions so far in First Ward, and none of them impacted squat. Oh, by the way, so far I've also unwillingly doomed someone to a living hell and am about to send another character to their death. Choice is great, isn't it!?

Look, I understand some things need to happen in order to have a cohesive story. I get it. But after all this and that about "choice" and Paragon totally missed the mark. So I killed some guy, and somebody mentioned it, and nobody spoke of it again. Some awe-inspiring choice. It's just...so much wasted potential, on top of shoe-horning the player into a certain role right after giving us the freedom to chose our own paths.

Maybe I'm alone in this, maybe I'm not, but to those of you who have played through the entire First Ward story (Note: I'm on DeVore right now, no spoilers bro) does it not bother you some of the things you're forced to do?


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The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)

Virtue Forever.

 

Posted

I played through the whole of the Praetoria content twice, choosing...er, some paths or other, (generally the 'trying to be a good person' ways) back when it was released, and now i can't remember it being much different to CoH progress in general lol. The end result was I got 2 lvl 20 Praetorian origin heroes in Paragon City.

Eco.


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
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Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

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two words

combat phasing


 

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I think one of the best progressions I've had making a character is working so far undercover as a Resistance fighter that I unwittingly had to take down Resistance members to keep my cover until my big move at the water treatment facility. I do remember that.

It was just a shame I went to lvl 20 almost solo so I wouldn't outlevel my contacts before the end of their arcs


 

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Quote:
Originally Posted by AkuTenshiiZero View Post
Maybe I'm alone in this, maybe I'm not, but to those of you who have played through the entire First Ward story (Note: I'm on DeVore right now, no spoilers bro) does it not bother you some of the things you're forced to do?
It bothered me that I had to spend endless missions bouncing back and forth between the girl and the guy on top the skyscraper, and the women in the graveyard (one of whom turned out to be a guy in a robe when I stopped and read the dialogue a little more closely). Does that count?


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Defiant @Grouchybeast
Death is part of my attack chain.

 

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I thought the First Ward story arcs were great.

They never promised that First Ward would offer moral choices or branching story arcs, and I never assumed those options would be there, so I wasn't disappointed to not find them.

Did I feel that some of the things my character had to do in these story arcs were out of character? Sure, but I feel that way about a lot of story arcs in the game. I think that's unavoidable unless they implement a system of choice-making far more advanced than anything we've seen so far in this game.


 

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Yeah, I'm partway through First Ward right now and one of the biggest opportunities I thought was near the end of the... um... Anna's arc. You're speaking to the Hetman and he says something like "you know you could join up with me" and I'm thinking - that would be an awesome spot for a choice, what if I wanted to support the Hetman instead of this other girl. But no, you're not given a choice at all, you just keep going on that straight path towards completion.


 

Posted

Yeah, I'll echo that it's kind of a shame that, given First Ward is meant to be a continuation of Praetoria and by extension give praetorian characters 20-30 level content before shipping off to Primal Earth, it was kind of disappointing that alignment and moral choices was thrown out the door.

Don't get me wrong, the arc is good. I really don't see saving Katie as that bad, since she can be unplugged fairly easy, and Noble Savage did come out of it. Though it did seem to just kind of stop, it didn't really feel as complete as some other arcs for some reason.

But yeah, the only thing that Alignment does is offer up some generi-contacts per alignment, which is ok for just general dinking about First Ward I guess.

Though, as has been cited in prior threads, Villainside doesn't make a ton of sense since you're invited by the Carnival of War to First Ward and end up siding with the Carnival of Light, generally *against* CoW. I mean for story reasons it somewhat makes sense (to avoid getting dragged into the whole Vengeance clique) but it seems like there'd be a better integration for Villains.


 

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The entire First Ward storyline just reinforces the notion that Primal Earth should deal with Praetoria by saturation-bombing.


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"

 

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Quote:
Originally Posted by Red_Raccoon View Post
They never promised that First Ward would offer moral choices or branching story arcs, and I never assumed those options would be there, so I wasn't disappointed to not find them.
This...

To the OP. It seems like your mad that they delivered the choices they promised in the I18 Going Rogue content, but that they didn't deliver more of the same game play in I21, that they never promised or even said would be in I21.

The Devs never said Choice and moral arcs would be a part of all future content... I love the First Ward Arcs, I think they are brilliant, they don't need choice, choice was never advertised and so why would you be upset it wasn't delivered?


"Where does he get those wonderful toys?" - The Joker

 

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Don't forget that the higher the Praetorian content is, the closer it has to be to the Incarnate storyline - First Ward takes players over halfway to 50, so loyalist/Villian options have to be more limited than they were in GR.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Venture View Post
The entire First Ward storyline just reinforces the notion that Primal Earth should deal with Praetoria by saturation-bombing.
No - we're going to save them, because we're heroes


@Golden Girl

City of Heroes comics and artwork

 

Posted

I saved some dude in Nadia's arc and he showed up later on in Noble Savage's story arc as a combat ally.

I'm playing through it on a second character and I killed him on that character. I haven't gotten to the appropriate mission yet on the second character, but I hope I get some flavor text in a nod to killing him - or maybe get a different combat ally, or something.

I really did do a double-take when my character stepped into the mission and the guy hailed me. "Hey! I remember that guy!" Loved it.


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Quote:
Originally Posted by Venture View Post
The entire First Ward storyline just reinforces the notion that Primal Earth should deal with Praetoria by saturation-bombing.
I am running it with a villain and it is making him go good.


total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.

 

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My arms got so tired from juggling idiot balls and various other unnecessary tropes that I ended up stopping First Ward halfway through.

Kind of glad I did too, because I don't think I could handle being Katie's errand boy. I know my character is supposed to be impressed by this loser (for some reason) even though he's never heard of her before, but there's no way I could go along with her attitude.

The finale of the arc would likely turn my character into a villain just so I could gleefully be rid of her.

Edit: I -DID- like the arcs up until Katie was introduced. While the character interjections were annoying, they were manageable. The finale of Noble Savage and the introduction to Katie was something I couldn't handwave away, however.


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-Paladin

 

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I loved the first ward, I was totally absorbed in to the storyline. I even felt absolutely horrible putting *spoiler* back in to the *spoiler* network.

I loved it through and through and I don't fault the writers for lack of branches or choice, however having allignment specific first ward arcs would have been cool.


 

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Quote:
Originally Posted by Bubbawheat View Post
You're speaking to the Hetman and he says something like "you know you could join up with me" and I'm thinking - that would be an awesome spot for a choice, what if I wanted to support the Hetman instead of this other girl. But no, you're not given a choice at all, you just keep going on that straight path towards completion.
There's always a choice. You could stop doing those missions.


'I don't like the look of it at all,' said the King: 'however, it may kiss my hand if it likes.'
'I'd rather not,' the Cat remarked.
'Don't be impertinent,' said the King, 'and don't look at me like that!' He got behind Alice as he spoke.
'A cat may look at a king,' said Alice.

 

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I've wanted to run First Ward, but I just don't see my main (and hero) putting someone back into the network against their will. I'm pretty sure she'd let the one decide, even if that means the choice was "Never again!" and millions would die.


BrandX Future Staff Fighter
The BrandX Collection

 

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Quote:
Originally Posted by BrandX View Post
I've wanted to run First Ward, but I just don't see my main (and hero) putting someone back into the network against their will. I'm pretty sure she'd let the one decide, even if that means the choice was "Never again!" and millions would die.
A lot of people are really over simplifying the decision.

It isn't like you beat her up and put her in the network just because. There's actually a very good reason you do it and it saves her life and stops her from doing things far far worse..


 

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Quote:
Originally Posted by Golden Girl View Post
No - we're going to save them, because we're heroes
It's not whether or not we will try, GG... but can we?
I will say to the OP what I've said to others, I think the underlying theme of the First Ward is despair, and that no power we ever gain will ever undo what has been wrought on that land.


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Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

Quote:
It isn't like you beat her up and put her in the network just because. There's actually a very good reason you do it and it saves her life and stops her from doing things far far worse..
Fiat justita ruat caelum.

Stuffing her back in the fridge against her will is wrong; damn the consequences. Making the decision for her is exactly what Tyrant has been doing to the whole world.

Quote:
I will say to the OP what I've said to others, I think the underlying theme of the First Ward is despair, and that no power we ever gain will ever undo what has been wrought on that land.
This is really the heart of the matter. The original GR Praetorian content suffered from a very bad case of Darkness Induced Audience Apathy, i.e. the setting is so bleak and both sides are so despicable that there is nothing at stake. The world is going to continue to suck no matter what, so the audience (or player in this case) has no incentive to care or emotionally invest at all.

So, along comes First Ward, the developers' first chance to address the problem, and they...twist the knife in the wound and then pour salt and lemon juice on it. As a player the content is sufficiently bleak (and sufficiently difficult) that I have no reason to want to go through it again (played it all in beta). From an in-character perspective my Primal characters have no incentive to go there (they have their own world to protect, thank you very much) and my few Praetorians (one, actually) would take one look at First Ward and execute a different trope: Screw This, I'm Outta Here.


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"

 

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Quote:
Originally Posted by Venture View Post
This is really the heart of the matter. The original GR Praetorian content suffered from a very bad case of Darkness Induced Audience Apathy, i.e. the setting is so bleak and both sides are so despicable that there is nothing at stake. The world is going to continue to suck no matter what, so the audience (or player in this case) has no incentive to care or emotionally invest at all.

So, along comes First Ward, the developers' first chance to address the problem, and they...twist the knife in the wound and then pour salt and lemon juice on it. As a player the content is sufficiently bleak (and sufficiently difficult) that I have no reason to want to go through it again (played it all in beta). From an in-character perspective my Primal characters have no incentive to go there (they have their own world to protect, thank you very much) and my few Praetorians (one, actually) would take one look at First Ward and execute a different trope: Screw This, I'm Outta Here.
Well, while the point of the First Ward and the rest of Praetoria is despair, there is a flipside to my own argument, at least on the in-character front, and that is: Fight anyway because it's the right thing.

I can safely say that my heroic characters would, even knowing how it would end, still keep fighting. Besides, sure Praetoria's doomed, but things aren't looking much brighter for Primal Earth when it faces a new doomsday scenario every hour and none of the heroes who are supposed to be strong enough to stop these scenarios do anything more than stand around inside their yellow rings.


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Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

There are things my heroes wouldn't of done put *spoiler* back in the *spoiler*?

None of my heroes would do that, they'd punch *spoiler* out and then either knock her out when ever she woke up, or keep her sedated until the big threat had passed.

They really need a final mission where you go and fix what you did to *spoiler*.


Brawling Cactus from a distant planet.

 

Posted

I really like the First Ward story, for what it is.

Having said that, I was also disappointed that the first time I tried to play 'tough guy' against the D.U.S.T. soldiers, I had to, with no further choice or exception, follow through and kill the guy.

That was, frankly, disappointing to me. Playing the 'tough guy' or the 'nice fella' then lacking the ability to either changing at the last minute to 'I can't do that' or 'just kidding... thwack!!' just feels a bit out of place and shouldn't take that much more effort, with the 'Oh you let them live?' vs the 'Oh you killed them' options the same, while giving the player the feeling of more choice.

I just think it could have been done better. Once you commited to a course in the 'moral tree' you were resigned to see it all the way through regardless, and THAT, above all things was its failing, in my opinion.

There should have been a chance to go nihilistic or savior on them at each step in the tree. Such actions would further illuminate the 'illusion of choice' while still maintaining a binary resolution.

Just my $.02

Lyc~ the opinionated werewolf


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I couldn't agree more.