freedom phalanx = meh


Agent White

 

Posted

I finished the 4th SSA and have to say the problem with it is the Freedom Phalanx.

These are not people I look up to, the are squabbling children, incompetents, who are best at standing around training people while Rikti, zombies, and anyone else invades.

What made the SSA a fail for me was that it was not only watching someone else's soap opera, it failed the basic rule of a story. It did not have a beginning, a middle, and an end. It seemed to assume you knew about the characters and some of the story before you started. And it did not make you care for or about any of them - it assumed you already did.

First Ward was much better in that the whole story was there (at least at the beginning). I was introduced to the characters, learned the story, and was part of it. Then they started bringing up existing characters I'd always ignored and it lost it's appeal.

I like much of the content that is done in the game - but please tell a whole story. Don't try to bring in recurring characters that we may not know anything or care anything about. Don't make the story be about those other characters with us just standing watching them argue.

I want to be the hero of my own story. If I wanted to watch other superheroes squabble I'd just watch the Avengers on Netflix (it's on streaming).


 

Posted

Quote:
Originally Posted by dugfromthearth View Post
I finished the 4th SSA and have to say the problem with it is the Freedom Phalanx.

These are not people I look up to, the are squabbling children, incompetents, who are best at standing around training people while Rikti, zombies, and anyone else invades.

What made the SSA a fail for me was that it was not only watching someone else's soap opera, it failed the basic rule of a story. It did not have a beginning, a middle, and an end. It seemed to assume you knew about the characters and some of the story before you started. And it did not make you care for or about any of them - it assumed you already did.

First Ward was much better in that the whole story was there (at least at the beginning). I was introduced to the characters, learned the story, and was part of it. Then they started bringing up existing characters I'd always ignored and it lost it's appeal.

I like much of the content that is done in the game - but please tell a whole story. Don't try to bring in recurring characters that we may not know anything or care anything about. Don't make the story be about those other characters with us just standing watching them argue.

I want to be the hero of my own story. If I wanted to watch other superheroes squabble I'd just watch the Avengers on Netflix (it's on streaming).
Is your '' days of my life'' better than the FP? If so I'll watch.


 

Posted

I'm more interested in how you've managed to stream a movie on Netflix that won't even be released in theaters for another 5 months.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

That would be the Avengers cartoon, not the movie.


 

Posted

Here I was thinking he meant the Emma Peal Avengers.


Regardless, if you don't like it, play the rest of the game. I thought 4 was the best written one so far, it included a lot of little references and actually bothered to tie plot elements together unlike most of the rest of the game, and it did actually bother to fill us in on bits we didn't know, but you've probably just ignored it so you can whine you don't know.

And I'd rather they use the characters so we actually get some development with them instead of keeping them useless static cutouts.


 

Posted

Since I did not give a positive example - I like the storyline in Faultline so much more. I did not know any of the characters ahead of time (I think they were invented for it), so I got all of the details as I went.


 

Posted

Quote:
Originally Posted by dugfromthearth View Post
These are not people I look up to, the are squabbling children, incompetents, who are best at standing around training people while Rikti, zombies, and anyone else invades.
I agree with this assessment of the Freedom Phalanx.

However, I've also rather enjoyed all the SSAs thus far.


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

Ironically enough, killing off the Statesman might be the smart move here, because he's pretty much the epitome of everything that's wrong with the Freedom Phalanx in general. The Statesman is the Mary Sue of City of Heroes. He's the greatest that ever was, the greatest there ever will be, he's the one that shows up as a level 54 AV when you rescue them, he's the one we'll never be greater than... And yet he has all of ONE appearance in the entire game.

Well, that's how he used to be. He's showed up a few more times and been brought down a bit, but the point is that these characters are the development team's babies. Almost every Lead Something has a red name named after one of them. Matt Miller created Positron himself, I believe. These guys are favoured, but like the Statesman, they never get any characterisation, and when they do, it's pretty much the worst comic book angle of a group of jerkasses who can't stand each other and have more character flaws than a parody of the game would.

We don't know much about these characters, and what we know about them is not endearing. Manticore kidnapped his future wife naked out of her bath tub and handed her over to Arachnos as part of some ridiculous Batman gambit. And yet we're supposed to care that these people could die? Meh. Kill 'em all. Get them out of the game and replace them with someone who has background to him in the actual game. Alexis was probably the best example of why this is a problem. Prior to her getting killed, I didn't even know she existed.

I don't like emotionally manipulative sensationalist storylines to begin with, yet it's somehow even worse when they involve characters that players have had no reason to care about.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Manticore kidnapped his future wife naked out of her bath tub and handed her over to Arachnos as part of some ridiculous Batman gambit.
She was in on it - he didn't just do it on his own


@Golden Girl

City of Heroes comics and artwork

 

Posted

My opinion about the Freedom Phalanx is summed up perfectly by the OP title.


Doom/Batman in 2012

The Resistance has boobs too, and better hair!

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Ironically enough, killing off the Statesman might be the smart move here, because he's pretty much the epitome of everything that's wrong with the Freedom Phalanx in general. The Statesman is the Mary Sue of City of Heroes. He's the greatest that ever was, the greatest there ever will be, he's the one that shows up as a level 54 AV when you rescue them, he's the one we'll never be greater than... And yet he has all of ONE appearance in the entire game.

Well, that's how he used to be. He's showed up a few more times and been brought down a bit, but the point is that these characters are the development team's babies. Almost every Lead Something has a red name named after one of them. Matt Miller created Positron himself, I believe. These guys are favoured, but like the Statesman, they never get any characterisation, and when they do, it's pretty much the worst comic book angle of a group of jerkasses who can't stand each other and have more character flaws than a parody of the game would.

We don't know much about these characters, and what we know about them is not endearing. Manticore kidnapped his future wife naked out of her bath tub and handed her over to Arachnos as part of some ridiculous Batman gambit. And yet we're supposed to care that these people could die? Meh. Kill 'em all. Get them out of the game and replace them with someone who has background to him in the actual game. Alexis was probably the best example of why this is a problem. Prior to her getting killed, I didn't even know she existed.

I don't like emotionally manipulative sensationalist storylines to begin with, yet it's somehow even worse when they involve characters that players have had no reason to care about.
I will have to disagree with you there Sam.

Go out and look at some of the concepts of characetrs out there. Spend time with any RP groups.

There are much worse Mary Sues than CoH's version of Superman, who seeing as how he is CoH's version of Superman, was always going to come off as Mary Sue, even if he wasn't the head developers moniker.

Also, there's no way they can make so many people actually care about the signature characters, because whatever they do, will have many complaining.

"What? Why take time to explore this character's background and story, when this is about ME ME ME!"

"What do you mean my character isn't the center of the universe?"

Freedom Phalanx was suppossed to be THE TOP HEROES of the world, and then people complained "I can't solo the top heroes with my build!"

I have no doubt the story writers could write a story that could win a pulitzers and the players (the vast majority) would still go one of two ways...

1) What?! It's not about my character so I don't care.

2) What?! There's a story?

The best way for a player to likely care for any of the characters is when they use their imaginations with said characters.

To use some popular forum posters as examples.

The players don't have much to go on wihen it comes to Positron. That didn't stop Dark Respite fleshing him out and writing stories. So now she cares for the character of Positron.

Golden Girl, while I disagree with how she envisions of the CoH world, seems to like many of the characters as she's fleshed them out in her head as well.

Really, that's the only way to make any of the characters interresting. To leave it up to the players to make them interresting in their own imaginations, while giving a few background tidbits to them, because really, most of the players don't care about the stories or they want all the stories to revolve around them and if they don't they're upset.

I find this works for me as well. Ghost Widow, Silver Mantis, Ms Liberty, Synapse, Recluse, Siricco, these are characters that I've had let make impacts on my hero, sooo, I tend to like them more than say BABs, who's background and character hasn't had much detail either, and yet some how he's one of the fan favorites, when he's not fleshed out at all either.

Likely for the same reason as I stated. He's a character people envision as something in their imagination for whatever reason, beyond his simple background.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post

I find this works for me as well. Ghost Widow, Silver Mantis, Ms Liberty, Synapse, Recluse, Siricco, these are characters that I've had let make impacts on my hero, sooo, I tend to like them more than say BABs, who's background and character hasn't had much detail either, and yet some how he's one of the fan favorites, when he's not fleshed out at all either.
My guess is that BAB's had a positive presence on the forum most of the time and was truly well liked and approachable. He also was a frequent presence in the game, popping into BG's, Pocket D and Zones to chat with players. I've seen a whole lot of screenies floating around showing those times.

To me, that does make a difference in perception of a character itself.


 

Posted

Quote:
Originally Posted by BrandX View Post
"What? Why take time to explore this character's background and story, when this is about ME ME ME!"

"What do you mean my character isn't the center of the universe?"
This could have been addressed by including story lines in the game where you actually interact with these characters and perhaps even aid them in the endeavors that made them famous. What if the whole Ouroboros story line had been, instead, a plot by some nefarious individual or group to subvert the outcome of the Rikti War. And, as you travel back in time to correct what had changed, you fight along side the Freedom Phalanx and maybe even become a member, as well.

I suppose that wasn't the story they wanted to tell, but because we don't interact with these characters much at all - they are at best trainers or mission givers in the game - there is very little reason to feel empathetic towards them or really care about their fate.


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Petition to end shutting down CoH:
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Here's the problem with writing a story about the player character: Every player character is different. Most people are going to have different idea's or background concepts or stories for their characters, or in the completely opposite direction, not really care at all. The best they could hope to do is create a story based on your actions since the start of the game, assuming you did this mission or ran that task force. It would be very broad, and generic. They simply can not write out a story for every single character. They might be able to create stories based on basic AT, but that'd still take a ton of effort.

On the other hand, you have the in-game characters. You have these people who are important to the world and who have been there for a while. It is far easier to write a story based around set ((I use the term loosely)) cannon and characters, and then write in the character as an important part of that story.

The problem is the entire "Me me me!" attitude. People want to be the central character in CoH, people want to be the most important person, people want to be stronger then Statesman/Lord Recluse/The entire Freedom Phalanx combined, and they want the devs and the game world to acknowledge that. The way I see it, we're all a part of this world. We all have a part to play, we all have something we do. It's not that I don't think we should be important...I just think people need to stop crying out for things to cater to their personal desires so much.


"I have something to say! It's better to burn out then to fade away!"

 

Posted

Yes, but the WWD is not just not about you, you are a side kick at best.

They try to talk up how important you are, but they make all of the important decisions and you just have to go along. Everything goes badly and you just watch and try to pick up the pieces.

A game is not a movie. They can't write a movie, have you watch it in between beating people up, and call that a good story for a game.


 

Posted

Quote:
Originally Posted by BrandX View Post
There are much worse Mary Sues than CoH's version of Superman, who seeing as how he is CoH's version of Superman, was always going to come off as Mary Sue, even if he wasn't the head developers moniker.
Of course they are, but that doesn't make the Statesman any better. He was written to be the bestest, greatest, heroiest of us all, the pinnacle of majesty we could never actually reach. He's been trashed, and big, in recent years, and to be honest... I feel it's made for a more compelling character. Seeing the Well of the Furies take over the Statesman and leave him wheezing actually made me interested in the character for the first time since... Ever! I had to wonder how that could have felt, I had to wonder what his reaction would be once he regained his senses. It got me to thinking that Marcus has been living with this parasite in the back of his mind for a hundred years, shaping his whole persona around it, striving for a virtuous, moderate life as his only real option.

Seeing the Statesman as a tragic but determined hero as opposed to a god-modding GM's avatar was, honestly, quite compelling. I'd have wanted to see more of this story. Hell, both Marcus and Stephen should have been a big part in the Incarnate storyline. A Mary Sue becomes compelling when the character stops being "above" all others and when other characters catch up to them and start assisting the Mary Sue with his or her own problems, as opposed to always being assisted by them. Just imagine a story that reads like the story arcs in Faultline, only instead of Jim Temblor, we're cooperating with the Statesman. That would have been awesome.

But, whatever. Why bother flesh him out as a character when we can just kill him and finally get rid of Jack Emmert once and for all. Meh.

Quote:
Originally Posted by BrandX View Post
Also, there's no way they can make so many people actually care about the signature characters, because whatever they do, will have many complaining.

"What? Why take time to explore this character's background and story, when this is about ME ME ME!"

"What do you mean my character isn't the center of the universe?"
That's a straw man and you know it. People care about NPCs in this game, and care greatly. I blew a gasket in my head when I saw how Katie Douglass was treated in First Ward and swore off the whole storyline just because of that. Or how about Vernon Von Gurn? People laugh at his antics, yes, but he's also one of the most memorable characters out there. Or, hell, Faultline himself actually counts. We see him grow up from an "angry young man" into freedom fighter and responsible adult. I just wish more of his War Zone appearances could have had story behind them, as opposed to "Oh, we're determined to put helpers in all missions, so why not toss Faultline out there?"

Signature characters become interesting when you involve them in storylines. When we can actually see these characters first hand, when we can see them act, hear them speak, observe how they act and react to circumstances, then we begin to know them as people, rather than as mugshot icons. I recall someone's story - I think it was Samuraiko - which had Positron become embarrassed at a meeting by something Synapse said, then storm off and rush for home, only to discover Synapse sitting on his couch, grinning and asking for details. That genuinely made me laugh out loud, and it put their relationship in perspective. It made me care for baldy, and it made me care for Synapse, and that's saying something considering I HAAATE Synapse the way he's written in-game.

Familiarity breeds comfort. We know these characters, we know what to expect from them, and we're interested in them. When we expect these characters to save the day, we're excited. When we expect these characters to mess up big, we're concerned. We have accepted these characters into our world, and when something happens to them, we care. Whether we like or despise the characters isn't really important. If a character I care for is hurt - like Katie Douglass - I feel bad about it. If a character I hate gets hurt - like Malaise - I prance around my room singing "Ding dong! The witch is dead!" In either care, I care.

---

I don't get the feeling that the writers really care about the characters they toss around in their stories, to be honest. Not the villains, not the heroes. I can get a sense from the way a story is written that the writer really cared about the characters in that story. And when the writer cares, I care. When a character's actions or fate get an emotional rise out of me, be it one of happiness or sadness, then the story has done its job. It has made me care.

But this manipulative, shallow, sensationalist approach to throwing in a shock death with the mistaken belief that it's the death and the shock which sells just bugs me. That's not what makes for a good, memorable story. OK, it makes for a "memorable" story, in the sense of One More Day, but that's not something to shoot for. What makes a good story is a narrative which makes us care enough to consider certain things unthinkable, because when that story finally does force us to face the unthinkable, the effect is significant.

When we barely know these characters and barely care about them at all, that just doesn't work.

*edit*
Something just occurred to me. For the longest time, I've had a problem with the game's writing, and I think the problem is that whoever is "writing" the story is actually thinking more in terms of how to make a decent Architect arc rather than how to make a good story. The encounters in the missions work, the story is written around them well and it makes for decent action. But there doesn't seem to have been any actual STORY written down as such, just an Architect user writing an Architect arc focused on gameplay and not story.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Of course they are, but that doesn't make the Statesman any better. He was written to be the bestest, greatest, heroiest of us all, the pinnacle of majesty we could never actually reach. He's been trashed, and big, in recent years, and to be honest... I feel it's made for a more compelling character. Seeing the Well of the Furies take over the Statesman and leave him wheezing actually made me interested in the character for the first time since... Ever! I had to wonder how that could have felt, I had to wonder what his reaction would be once he regained his senses. It got me to thinking that Marcus has been living with this parasite in the back of his mind for a hundred years, shaping his whole persona around it, striving for a virtuous, moderate life as his only real option.

Seeing the Statesman as a tragic but determined hero as opposed to a god-modding GM's avatar was, honestly, quite compelling. I'd have wanted to see more of this story. Hell, both Marcus and Stephen should have been a big part in the Incarnate storyline. A Mary Sue becomes compelling when the character stops being "above" all others and when other characters catch up to them and start assisting the Mary Sue with his or her own problems, as opposed to always being assisted by them. Just imagine a story that reads like the story arcs in Faultline, only instead of Jim Temblor, we're cooperating with the Statesman. That would have been awesome.

But, whatever. Why bother flesh him out as a character when we can just kill him and finally get rid of Jack Emmert once and for all. Meh.



That's a straw man and you know it. People care about NPCs in this game, and care greatly. I blew a gasket in my head when I saw how Katie Douglass was treated in First Ward and swore off the whole storyline just because of that. Or how about Vernon Von Gurn? People laugh at his antics, yes, but he's also one of the most memorable characters out there. Or, hell, Faultline himself actually counts. We see him grow up from an "angry young man" into freedom fighter and responsible adult. I just wish more of his War Zone appearances could have had story behind them, as opposed to "Oh, we're determined to put helpers in all missions, so why not toss Faultline out there?"

Signature characters become interesting when you involve them in storylines. When we can actually see these characters first hand, when we can see them act, hear them speak, observe how they act and react to circumstances, then we begin to know them as people, rather than as mugshot icons. I recall someone's story - I think it was Samuraiko - which had Positron become embarrassed at a meeting by something Synapse said, then storm off and rush for home, only to discover Synapse sitting on his couch, grinning and asking for details. That genuinely made me laugh out loud, and it put their relationship in perspective. It made me care for baldy, and it made me care for Synapse, and that's saying something considering I HAAATE Synapse the way he's written in-game.

Familiarity breeds comfort. We know these characters, we know what to expect from them, and we're interested in them. When we expect these characters to save the day, we're excited. When we expect these characters to mess up big, we're concerned. We have accepted these characters into our world, and when something happens to them, we care. Whether we like or despise the characters isn't really important. If a character I care for is hurt - like Katie Douglass - I feel bad about it. If a character I hate gets hurt - like Malaise - I prance around my room singing "Ding dong! The witch is dead!" In either care, I care.

---

I don't get the feeling that the writers really care about the characters they toss around in their stories, to be honest. Not the villains, not the heroes. I can get a sense from the way a story is written that the writer really cared about the characters in that story. And when the writer cares, I care. When a character's actions or fate get an emotional rise out of me, be it one of happiness or sadness, then the story has done its job. It has made me care.

But this manipulative, shallow, sensationalist approach to throwing in a shock death with the mistaken belief that it's the death and the shock which sells just bugs me. That's not what makes for a good, memorable story. OK, it makes for a "memorable" story, in the sense of One More Day, but that's not something to shoot for. What makes a good story is a narrative which makes us care enough to consider certain things unthinkable, because when that story finally does force us to face the unthinkable, the effect is significant.

When we barely know these characters and barely care about them at all, that just doesn't work.

*edit*
Something just occurred to me. For the longest time, I've had a problem with the game's writing, and I think the problem is that whoever is "writing" the story is actually thinking more in terms of how to make a decent Architect arc rather than how to make a good story. The encounters in the missions work, the story is written around them well and it makes for decent action. But there doesn't seem to have been any actual STORY written down as such, just an Architect user writing an Architect arc focused on gameplay and not story.
When I say people, I mean the majority of players Sam, not the few like you.

I as well havent done the First Ward arc, because I heard what happens to Katie and was all "No way my character would put her back in"

Not to mention, giving a character annoying powers in game can ruin people's perception of them outside of the game. Look at Fusionette.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

I agree with the OP as well. I used to think the FP were super cool when I first started playing the game. However now? Not so much. Especially with Incarnates out, theyre kinda obsolete as top dogs.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Signature characters become interesting when you involve them in storylines. When we can actually see these characters first hand, when we can see them act, hear them speak, observe how they act and react to circumstances, then we begin to know them as people, rather than as mugshot icons. I recall someone's story - I think it was Samuraiko - which had Positron become embarrassed at a meeting by something Synapse said, then storm off and rush for home, only to discover Synapse sitting on his couch, grinning and asking for details. That genuinely made me laugh out loud, and it put their relationship in perspective. It made me care for baldy, and it made me care for Synapse, and that's saying something considering I HAAATE Synapse the way he's written in-game.
That is indeed my story (in fact, the opening chapter) of THE COURSE OF SUPERHERO ROMANCE. I tried (not saying I always *succeeded*) to make the FP interesting, as they are some of the protagonists of the series. Of course, Posi and Synapse get the bulk of the limelight, but the rest of them get their screen time in, as it were.

I took it as a compliment when several players who'd read TCOSR told me that now when they pass through Steel Canyon, Positron seems like an actual character now, not just a placeholder for a task force.

Michelle
aka
Samuraiko/Dark_Respite


Dark_Respite's Farewell Video: "One Last Day"
THE COURSE OF SUPERHERO ROMANCE CONTINUES!
Book I: A Tale of Nerd Flirting! ~*~ Book II: Courtship and Crime Fighting - Chap Nine live!
MA Arcs - 3430: Hell Hath No Fury / 3515: Positron Gets Some / 6600: Dyne of the Times / 351572: For All the Wrong Reasons
378944: Too Clever by Half / 459581: Kill or Cure / 551680: Clerical Errors (NEW!)

 

Posted

I own and have read both novels The Web of Arachnos and The Freedom Phalanx and in turn read them to my wife when she started playing (she likes when I read 'cause I 'do the voices'- a trait I've started to do with Story Arcs and TF's from time to time for the rest of my SG at 'most of' their request ). Having read those gives me a lot of the background behind those characters, so yes, I care. For some more than others, of course. Positron and Synapse in particular.

These SSA's reference those books a LOT, and also reference the City of Heroes comics (which you can dowload for free here!) However, while these resources are available most folks, especially newer players, have no clue they exist. I think it would be nice if more of this was somehow incorporated into the in-game lore before leading up to this for those who didn't read the books. However, you can run some of the arcs through the Menders in Oroborous, but they don't give a lot of information if you haven't read the stories first (Except the Smoke and Mirrors one by Troy Hickman, which is awesome!)

Anyway, the point I'm trying to make is that there's lore out there for those who care enough to look, though I agree I wish there was more, but I'm sure there's a whole 'time and development' thing about that too.

Funny thing is, they try and incorporate them into the storyline, like Manticore in the Shining Stars arc, and folks complain about that too... Damned if you do, damned if you don't, I guess


"I play characters. I have to have a very strong visual appearance, backstory, name, etc. to get involved with a character, otherwise I simply won't play it very long. I'm not an RPer by any stretch of the imagination, but character concept is very important for me."- Back Alley Brawler
I couldn't agree more.

 

Posted

Quote:
Originally Posted by BrandX View Post
When I say people, I mean the majority of players Sam, not the few like you.
I'm more than convinced that people at large would give more of a crap about the Freedom Phalanx if they didn't have to shut down the game and go read The Web of Arachnos as homework assignment. Any storyline that's important to something which happens in the game needs to be delivered through the game. Expecting people to go read a bunch of comics is a recipe for failure.

And, really, stories don't have to be ABOUT signature characters in order for them to be involved in these stories. That's where I disagree the most. That signature character can easily be a supporting character in a story that's still ostensibly about my character. That's actually what I feel would be a great way to demonstrate our Incarnate power - if we can team up with Statesman, Positron and Manti as equals, if we have to bail their ***** out of trouble and if we get to help them overcome personal problems.

Giving these characters flaws and problems then seeing them overcome these is what makes them feel more human and less godlike, which is a GREAT way to make people feel godlike themselves.

Quote:
Originally Posted by Dark_Respite View Post
I took it as a compliment when several players who'd read TCOSR told me that now when they pass through Steel Canyon, Positron seems like an actual character now, not just a placeholder for a task force.
As well you should. You did a great job with your stories. You put substance behind the faces and characters behind the names, and that's more than anything in the game has done for these guys so far. Your story is exactly the kind of thing I want to see done with the signature characters as a way to make us care about them.

Hell, look at Wilhelmina M Deitrich of Rikti War Zone fame - no story is really "about" her, but because she has such a strong presence in the War Zone storyline and because she has such a well-explored personality, she feels like a real character. And when Sefu bites the big one, her reaction makes her personality finally transcend the two-dimensional simplicity of a utilitarian character and makes her feel like an actual three-dimensional person.

In order for people to care about the Freedom Phalanx, we need to see that there's something more to them than the utility of an important NPC and the fanfare of a famous talking head. In order for us to care about the Freedom Phalanx, we need to know who these people are.

Quote:
Originally Posted by Lycantropus View Post
Funny thing is, they try and incorporate them into the storyline, like Manticore in the Shining Stars arc, and folks complain about that too... Damned if you do, damned if you don't, I guess
That's a bit of a misnomer, though. The problem with Manticore (and Scirocco) isn't so much that they're in the story, but rather the way they DEFINE the story. I know the point of them is to show us that we're small-time newbies and the big players can crush us with one thumb, but that's precisely what rubs people the wrong way about the stories. And, honestly, of the two newbie arcs, Manticore is the less offensive. Yes, he's a jerk who sends armed mercenaries to shoot at the Shining Stars as a test, but beyond that, the situations is pretty much outside of his control and it's up to us - the newbies - to save the day, ultimately. Which is the right way to tell a newbie story, in my opinion.

I discussed the notion of overpowered godlike characters in stories with the Vulpish One the other day, and we worked on coming up with ways to keep them in the stories without ruining them. My solution was and is to develop these characters as characters, but the have the narrative treat them as plot devices. In essence, we're not fighting to beat the impossible odds, because we're newbies and we can't. We're fighting to somehow involve the overpowered character and have him beat the odds, but that character is somehow prevented from doing so. Maybe he's trapped somewhere, maybe he's unaware, maybe he's hurt, but the point remains that our goal isn't to win, but rather to get the overpowered character to fight and have him win. Yes, we're still helping another hero, but the act of defying incredible odds in the process of helping is heroic in itself.

Telling a story that simultaneously puts over the player characters without them being the most powerful is a tricky prospect, but it's something that a good writer shouldn't have a problem with. This isn't rocket science. It just takes experience in writing.


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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 dugfromthearth View Post
Yes, but the WWD is not just not about you, you are a side kick at best.

They try to talk up how important you are, but they make all of the important decisions and you just have to go along. Everything goes badly and you just watch and try to pick up the pieces.

A game is not a movie. They can't write a movie, have you watch it in between beating people up, and call that a good story for a game.
They also cannot write a unique story for each of the 90,000+ people playing this game with their multiple characters.

One of the biggest complaints I hear all the time when it comes to the writing in this game is "But my character wouldn't DO that!"

And I have to say: Tough rocks. There are quite a few things written into the game that my character wouldn't do too, but I understand that is it literally impossible to write a story that encompasses the potential actions of millions of different characters.

Also: 90% of all video games in existence do exactly what you're complaining about. They play out like movies in which you have little or no choice in what happens next, you click "Next" to get to the next bit of dialog, and maybe you'll get to choose between a few options, but for the most part you're playing the story they give you.

I think the disconnect comes from the fact that we CAN create such unique and widely differing characters. A game in which you have one character you play can railroad you much easier, because the writers have already decided how that character would react to things. The railroading here has a different effect, because the writers did not create our characters, and thus have no clue how they would react to different situations.

For example: My main would have gutted "Jean" like a trout at the end of SSA3, regardless of the consequences. He very much believes in "an eye for an eye" and if you kill someone, you will be killed in turn. But that wasn't an option, because if they had allowed that the plot of SSA4 would have fallen apart.

They can't just let us do whatever we want, because our actions could have disastrous effects on future story arcs.

Wouldn't you be pissed if they wrote an awesome story that made your character more powerful at the end of it....but the contact for it was someone your character killed 2 years ago and thus unavailable to you.

I don't mind the Phalanx. I view them as what they are: fairly generic NPC characters that exist for the sole reason of making the PCs look good. They don't do much because the game IS about you. If the Phalanx were everywhere fighting crime and you just got to tag along with them now and then, would you feel like you were the hero, or would you feel like a sidekick? (that was one of the big mistakes the Distinguished Competition made)

Manticore is a cross between Batman and Hawkeye. Statesman is Superman and Captain America. Positron is sort of an Iron Man/Green Lantern clone. Synapse is the Flash. Sister Psyche is a Jean Grey stand-in. Citadel is the Vision crossed with Cyborg.

They are all stand-ins for the various character types found in any comic book super team: The Leader. The Vigilante. The Tech Guy. The Psychic. The Robot. The Speedster. The Supernatural One. And they all encompass the various other stereotypes within the broader archetype they fall into.

Nothing wrong with the Phalanx. They are written as vanilla as they are so that WE can shine. The game isn't about them, and they are shoved into the background where they belong most of the time.


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Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

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Originally Posted by ClawsandEffect View Post
I don't mind the Phalanx. I view them as what they are: fairly generic NPC characters that exist for the sole reason of making the PCs look good. They don't do much because the game IS about you. If the Phalanx were everywhere fighting crime and you just got to tag along with them now and then, would you feel like you were the hero, or would you feel like a sidekick? (that was one of the big mistakes the Distinguished Competition made)
Again, that comes down to presentation. Having us tag along for their stories would be a mistake, but actually seeing them DO something and SAY something from time to time would be a welcome addition to the game. Right now, Positron and company might as well be marble statues, sitting idle to make the city pretty. They have no character or personality because there's never anything for them to do.

By contrast, involving them in storylines would make us care about these guys. They don't have to be the stars, they don't have to solve all the problems, but they should at least show up. The other day, I took a data file off a Crey computer, but it was encoded. To break the code, I went to Bastion, whose "computer brain could break any encryption." He didn't say much, but that's kind of how he is, I infer - a laconic, logic-driven robot who doesn't wax philosophical. He at least did something. He at least said something. I had a reason to know he exists above and beyond passing him in the street every time I went to take the train in Talos Island.

No, our stories shouldn't be about the Freedom Phalanx. They should be about us. But there's no reason why their stories can't intersect with our stories from time to time. A good writer can do this fairly easily, and I know this for a fact. Right now, you could go through almost the entire game and not even know what a "Freedom Phalanx" is, let alone know any of its members. The only reason I knew these people existed at all back in the day is they were placed next to the zone's trainers which I went to see, and thus walked by the Freedom Phalanx members. Is it any wonder I don't care?


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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 Samuel_Tow View Post
Something just occurred to me. For the longest time, I've had a problem with the game's writing, and I think the problem is that whoever is "writing" the story is actually thinking more in terms of how to make a decent Architect arc rather than how to make a good story. The encounters in the missions work, the story is written around them well and it makes for decent action. But there doesn't seem to have been any actual STORY written down as such, just an Architect user writing an Architect arc focused on gameplay and not story.
Actually, I've said this before, but I think they should be forced to use Architect to sketch out their arcs before they even start thinking about adding special mechanics and unique maps. This would force the writers to think of the story first and add mechanics to help tell it, rather than coming up with a cool new mechanic and shoehorning a story in around it.

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Originally Posted by BrandX View Post
Not to mention, giving a character annoying powers in game can ruin people's perception of them outside of the game. Look at Fusionette.
Fusionette is an idiot. Her dialogue and story actions support this. When someone spouts lines like "quit looking down my dress or my boyfriend will beat you up" they will not be liked. Sefu Tendaji has annoying powers, and he gets captured twice in the RWZ storyline, and yet he manages to avoid being the butt of constant jokes.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

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Originally Posted by Eva Destruction View Post
Fusionette is an idiot. Her dialogue and story actions support this. When someone spouts lines like "quit looking down my dress or my boyfriend will beat you up" they will not be liked. Sefu Tendaji has annoying powers, and he gets captured twice in the RWZ storyline, and yet he manages to avoid being the butt of constant jokes.
And yet if her in-story fate ends up being the same as Sefu's, there would be an explosion of cries of "Refrigerator!", even if it happens the exact way as Sefu, and even through she's almost universally despised right now.


Global name: @k26dp