Originally Posted by Golden Girl
The Keyes Island Reactors Trial shows that Anti-matter doesn't mind blowing up Praetoria - just as long as he's the one who gets to do it
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Betrayal = loyality? |
Originally Posted by Golden Girl
The Keyes Island Reactors Trial shows that Anti-matter doesn't mind blowing up Praetoria - just as long as he's the one who gets to do it
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Betrayal = loyality? |
Or there's been some "character development" somewhere inbetween the level gap. It's curious he was stealing Arachnos' idea. I'd say between the loss of his Praetorship and his failed attempts to prove himself to Cole, he... just kind of wound up losing it in the end.
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When it comes to that *****, even you have to realize that her ideas are not what's best for the people of Praetoria. |
That Resistance is the only option by the time the endgame storyline starts
The First Ward repeatable contacts also give some hints with their flagging |
The Resistance are set up in the same way as Longbow - a heroic group fighting evil, but with elements who turn vigilante, which means that Heroes have to fight them from time to time to deal with the rogue members.
Or there's been some "character development" somewhere inbetween the level gap. It's curious he was stealing Arachnos' idea. I'd say between the loss of his Praetorship and his failed attempts to prove himself to Cole, he... just kind of wound up losing it in the end.
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Yeah- there's some strangeness going on with Keyes. In his Praet arc, while he's self-interested, he seems less "eeevil" about it than other Praetors, and has some degree of societal concern. In the story prelude online here for the Invasion story, he almost seems decent...
And then when the Keyes trial came around, he's positively genocidal. Mother messing around in Keyes' head, maybe? |
I can see why First Ward doesn't have as much choice as Praetoria: it has two factions instead of four, and they can't assume that your character came there from Praetoria because it's highly likely that it did not. Praetoria was specially designed to support player choice scripting that had never existed in the engine before. It's not like they can now just take that and apply it to other content as if it's some easy template. Given that, First Ward does an admirable job of of being way more interesting than any previous content outside of Praetoria, and in my opinion most of that as well.
The one thing I didn't enjoy about First Ward was the goofiness of Master Midnight's arc. Before and after that it's pretty much played completely straight, but for one arc you're bombarded with hilarious meta-humor. Oh well, that means I enjoy 87.5% of the zone's arcs. I'd call that a "hit."
Everything else they just knocked out of the park. The difficulty, the graphics, the writing, the ambiance... I love it.
Oh, and let me point out that First Ward is compatible with Ouroboros. Praetoria is not, and it never will be because its mechanics cannot work in that way. Had they released a new zone that highbies had no way to access, mein gott imagine the outcry. What a slap in the face!
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I can see why First Ward doesn't have as much choice as Praetoria: it has two factions instead of four, and they can't assume that your character came there from Praetoria because it's highly likely that it did not.
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Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I 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. |
I just don't agree with your assessment of First Ward, Sam. To get the obvious out of the way, had they made it a hero-only zone anyone who favors villains would have been rightly livid that heroes just got an amazingly detailed zone loaded with content and villains got... Either they would have gotten nothing, or Freedom would have taken twice as long to release since they would have needed two zones of the quality of First Ward. It was designed to extend the new, improved starting experience even further into the game to impress new players, not just new players who want to go hero.
As to its trappings of morality, or the lack thereof, you certainly don't have to agree that they succeeded but the impression I got was that it certainly wasn't meant to be a heroic experience. Rather, your character helps people because the zone is itself a hostile entity and only through collaboration can anyone survive it. That theme is explored in almost every arc in the zone, not to mention the entire look of the place, the zone event, the shadow paths, and so on. I think that's also why it's placed as a mid-level zone; level 50 characters are, since Positron and War Witch have been in charge, meant to be ***-kicking demigods to an almost annoying degree of player-ego-stroking. First Ward is the opposite of that. You might be the zone's eventual savior, sort of, but only by making the best of a terrible situation.
Either they would have gotten nothing, or Freedom would have taken twice as long to release since they would have needed two zones of the quality of First Ward.
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It was designed to extend the new, improved starting experience even further into the game to impress new players, not just new players who want to go hero.
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Rather, your character helps people because the zone is itself a hostile entity and only through collaboration can anyone survive it.
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You might be the zone's eventual savior, sort of, but only by making the best of a terrible situation.
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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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That's kind of my point. The more the game becomes fractured into sub-games, the more redundancy new content needs, lest some people feel forced into other people's experience. Going Rogue took the tough call and made four whole paths through the game, and to the writers' credit, they present fairly unique experiences. I had a sneaking suspicion that this would be unsustainable in the long run, and it looks like it was.
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I don't think you're taking into account that this is a paid-for zone. "New players" in the days post Freedom means something quite different than it did back in the day. "New players" typically means "Free players" because now that the game has that option, it's only natural that's what people would try first. New player VIPs are going to be extremely rare in the future, that much I can bet money on. So you have new players trying to game for free, and their purported new player experience is in a paid zone that's not exactly cheap. Of all the things they could buy, "more content" when they have mountains of FREE content they haven't run yet just isn't going to fly. |
Which would work, if I couldn't just walk back through the door I originally came in from and screw the lot of 'em. There is nothing in the slightest to be gained by being in First Ward. There's no pot of gold at the end of the rainbow, as it were: No large treasure, not hidden knowledge, no secret weapon, no favour with anyone at all. Saving First Ward is its own reward, and if just saving things isn't an appropriate reward for your character - which it rarely is for villains, then the whole place is not appropriate. |
This is my whole point. At its core, First Ward is a hero's journey, which is dressed up in shades of grey only after the fact. It's like taking a Carebears movie and trying to inject moral ambiguity into it - sure, you can, and I'm sure you can make it pretty damn depressing, but it won't really make it any more "realistic" and will simply end up ruining the mood for everybody. Which is what First Ward does. It's not right for heroes, it's not right for villains and it ignores Praetorians. |
City of Heroes is exactly the wrong kind of game for that sort of plot. Being a survivor requires several conditions that City of Heroes cannot meet. It requires seclusion and being cut off from lines of supply and support, which can't happen because you can't trap people in first ward without having players throwing a fit. It requires constant, unavoidable danger, which First Ward cannot deliver because the game's combat is still subject to game balance and because no-one likes overpowered enemies in this game. It also requires a degree of attachment between the player and the world, which the apathy and melancholy of the narrative's attempt at moral ambiguity simply don't permit. A survival story is only meaningful when survival is actually meaningful, and when you can turn around and head back to town, there's no "survival" to be had. In fact, I often wondered why I couldn't just lead the lot from the Gumbo back through the door and out into the sewers of Imeperial City. A level 25 Noble Savage would have eaten anything in there for breakfast and asked for seconds. |
The First Ward story is good in concept, and it's definitely good in terms of writing, but it's trying to tell a story a way that the game really doesn't support because basic game architecture hamstrings what writers can do. And you're right - they could have just delayed and accounted for everything, or they could have ignored those limitations and just made a good story. They kind of did it half-and-half. |
Imagine a First Ward complete with Hero arcs for the Heroes, Villain arcs for the Villains, and the mud of self-hatred for the Praetorians. That's how it should have gone. IMHO.
I just don't agree with your assessment of First Ward, Sam. To get the obvious out of the way, had they made it a hero-only zone anyone who favors villains would have been rightly livid that heroes just got an amazingly detailed zone loaded with content and villains got... Either they would have gotten nothing, or Freedom would have taken twice as long to release since they would have needed two zones of the quality of First Ward. It was designed to extend the new, improved starting experience even further into the game to impress new players, not just new players who want to go hero.
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What you can fairly say is that First Ward is not an effective tale of survival without a modicum of cooperation on the part of the player. It's also true that your SG mates can email you powerful inspirations, temp powers and inventions while you're in First Ward, giving you advantages not accounted for by the story. Why can't you distribute them to the refugee camp and solve their supply problems? Because the game doesn't work that way and it would be silly for them to produce content that factored in that eventuality. Suspend your disbelief just an inch off the ground, though, and many of these concerns vanish.
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