Originally Posted by TheDeepBlue
I believe Prometheus states that you may or may not be the successor of a past Incarnate; if you aren't, you're likely to represent a concept which humanity hasn't had an Incarnate of yet. The player is in the best position to decide what the case is.
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The Well, Praetoria, and Incarnates; Problems with Writing?
I liked the analogy of the lore as a springboard and not a wall, given above.
You want an example of lore in this game that's not like that, and that I do dislike actively? The way Villains are beholden to Arachnos for their rise to power. Like Sam says, that Lore I swallow but do not like. The Well of the Furies? Not like that to me. |
I think this might be a reason why people don't play villain...you create a hero and you are your own being.
On villain side its is very restricted.
If I was gonna do it i think for the first 20 levels you have to join a villain group...Hellion, Arachnos, Sky Raiders, The Family, Nemesis...whats ever...then at level 20 you break off and create your own villain group...independant of VG....you gain minions as you level... what these minions do is while you are logged off they commit robberies and crimes...the more successful they are the more loot the steal for you....think of it like day jobs...have your minions target banks and you gain the xp towards the banker badge. The more you level the more minions you get the more money they can steal.
You are now building your very own criminal empire.
You are no longer minion #1...now you are the big boss
"I believe there's a hero in all of us, that keeps us honest, gives us strength, makes us noble, and finally allows us to die with pride, even though sometimes we have to be steady, and give up the thing we want the most. Even our dreams." Aunt May SM2
i dreamed a dream, but now that dream is gone...good bye Paragon
See, I don't make that distinction. It doesn't matter to me that Origins aren't woven into the story. I know they're out there. To me, there's no difference in ignoring something we're told in one place and ignoring something we bump into repeatedly. Both are equivalent "facts" of game lore. Ignoring or accepting them has the same consequences for me in terms of my inner sense of roleplay. If I holistically rejected Origins, that would bug me just as much as holistically rejecting the Well. To refer back to an old thread discussion, the fact that aliens are lumped under the Natural Origin bugs me just as much (probably more) as any of the plot holes in the Well story do. Which admittedly isn't much, but I don't ignore it more because it's not a big part of the game story. It's in there, so it matters to me.
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*If it's in a power description, it's not canon.
*If it's in an enhancement description, it's not canon.
*If it's in a tutorial mission, it's probably not canon unless it shows up somewhere else, too.
*If it's in an event, it's most likely not canon, unless adopted in non-event content.
*If it's in a mission to unlock content categories, it's only content if it gets brought up again later.
Enhancements only show up as game elements and parts of tutorial missions that have to do with enhancements. I don't consider them content. If the Well of the Furies only ever showed up in Ramiel's arc, I wouldn't consider it to be canon, either, since his arc is sort of a tutorial and/or content introduction/unlock. However, because the Well not only appears in most of the subsequent content AND has been ret-conned in preceding content, it has become pretty serious canon.
Before you call me pedantic (go on, I don't mind ), let me explain why I draw this distinction. I can ignore enhancements and still experience the entirety of the game story without having to blacklist any of it. If I want to ignore the Well of the Furies, I need to either blacklist a large portion of the game's content, or else just not read briefings. One of these things is easier to do than the other, at least for me. At the very least, having to self-censor less of the story is significantly less work. Accepting or denying enhancements takes no work whatsoever since the story never brings that up. Denying the Well of the Furies takes far more work as it's mentioned in far more places.
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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The more I think about this thread, the more it occurs to me that objections to the Well's characterization/definition, and the storytelling surrounding it, come mostly from people trying to treat this game like a legitimate RPG. Except that it really isn't (no MMORPG is). It is, at best, a slightly interactive animated comic book, written by the devs who have left places for us to plug in our avatars and controls for us to choose attack animations and fx during appropriate moments. But make no mistake, our actions have no long-term peristent impact. We actually have no meaningful agency in the game world because there are no persistent effects that we can claim to be the cause of. If Nightstar and Siege are "permenantly" removed from the story, it isn't because we the players chose that outcome, it is because the devs made that the incontrovertible outcome of "succeeding" the BAF, and there are no other possible consequences or outcomes available as success vectors.
Consequently, I have come to realize that I will either like or dislike the storylines as fed to me by the devs, much like any comic book out there, and that I am ultimately a passive participant, relegated to the role of illustrator for a script written by others and for which I have no real input (proof of this is that every story arc plays out the same way no matter what AT or powerset I play and no matter what backstory I might imagine for my character). That's why the most satisfaction I get is from making a costume I really enjoy watching, with power effects/animations I enjoy watching, because my selections of those things (along with their color, to a limited degree) are the only things I have any substantial control over. None of us are really playing "characters" so much as we are driving game sprites, albeit somewhat sophisticated 3D sprites. Speaking in character with other players is about as far as the "roleplaying" can ever really get, but roleplaying and roleplay gaming are not the same thing (the former is but a single aspect of the latter).
Trying to invent a whole bunch of personal character lore that can fit within the CoX canon, and remain valid and uncontradicted by future changes, just seems like a huge waste of time to me. Particularly since not a single thing I might write into my character's backstory will have a single iota of impact on game outcomes.
But let me be clear about one thing: I do not need CoX to function as an RPG in order to enjoy it. If that weren't the case, I would have given up on it back in 2004 after the first 30 days of play. Its ability to deliver the passive, pseudo-interactive animated comic book experience has been enough to keep me addicted, on and off, for many years. I just don't fool myself into thinking I'm going to get an RPG experience from it, and consequently I don't have any unrealistic expectations about what the game can and will deliver. Everyone upset about the Well, the Incarnate storyline, or any storyline for that matter, and how it knocks over the apple cart of their characters' elaborately consctructed backstories (or in-game meta-narratives) are, to my mind, suffering from mismatched expectations.
TL;DR
Don't expect CoX to deliver a vehicle for roleplay gaming in which you have any genuine control over anything resembling "story", because the presence of "RPG" in the MMORPG label is as profoundly misleading as it is oversimplistic. You may be better off just treating it as a pseudo-interactive animated comic book, like I do, and leave any other more elaborate ambitions/expectations at the door.
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
The game delivered on those expectations for eight years before the Well came along. Just because you, personally, never had them doesn't mean they aren't valid and legitimate expectations to have. Some of us can, in fact, create characters under a certain amount of creative restriction and we can actually tell interesting stories with them even without direct control of the game world. Characters make a story, and if you can't tell two different stories wherein the exact same literal changes to the gameworld end up happening, then you're not very good at stories.
Also, this has been irritating me. Reductio ad Absurdum means proving an argument false by showing that it leads to an absurd conclusion. For example, if someone makes the argument "raising taxes always increases tax income and is therefore always in the government's best interests," you can reduce it to the absurd by pointing out that raising taxes to 100% would cause the entire economy to collapse because no one could actually get paid to do anything, therefore no one would work for money and there would be no income for the government to tax, therefore there must be some point at which raising taxes stops increasing total tax revenue.
On the other hand, if Alice says "raising taxes will help increase tax income in this specific situation" and Bob responds by saying "but that would mean raising taxes to 100% would be a good idea when it's not," that's a Strawman Argument. Alice never said that raising taxes would always be a good idea, just that it would be a good idea in the specific case being discussed.
Know the difference. It could save your life.
You may be better off just treating it as a pseudo-interactive animated comic book, like I do, and leave any other more elaborate ambitions/expectations at the door.
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Onc can certainly say "It's only a game, nothing in it really matters," and true enough, the world keeps on turning regardless. So what if it became a requirement that all characters in the game wear an armband with a real life symbol you detested, or the smiling face of the real life President of the USA you have most loathed, or something even worse. Existentially, "it means nothing." At some point, the ante would likely get to the point that you would not want to carry forward, even though it has zero impact "in real life" that all your characters have to wear those armbands.
I don't mind if other folks carry forward with the Incarnate material and it does not bother them, nor do I look down on them or such like. My reason for citing my objection in the forums is that the Devs have shown that they do keep their ear to the ground and listen, and indeed, it appears that they may be fixing the problematic part, which would be another feather in their cap as being the finest. I certainly hope so.
"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"
"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."
The more I think about this thread, the more it occurs to me that objections to the Well's characterization/definition, and the storytelling surrounding it, come mostly from people trying to treat this game like a legitimate RPG. Except that it really isn't (no MMORPG is). It is, at best, a slightly interactive animated comic book, written by the devs who have left places for us to plug in our avatars and controls for us to choose attack animations and fx during appropriate moments. But make no mistake, our actions have no long-term peristent impact. We actually have no meaningful agency in the game world because there are no persistent effects that we can claim to be the cause of. If Nightstar and Siege are "permenantly" removed from the story, it isn't because we the players chose that outcome, it is because the devs made that the incontrovertible outcome of "succeeding" the BAF, and there are no other possible consequences or outcomes available as success vectors.
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I see my characters here as guest stars. Their actual, real stories occur off-screen, and what you see on-screen is what they do in their filler episodes. The last time Stardiver and Lighteater clashed, they both left heavily damage and Lighteater went into hiding. So what is Stardiver to do in the meantime when no plot of her own is happening? Well, why not stop the Tsoo's attempt to take over all the gangs of Paragon City? That's still better than Son Goku walking the snake path for six ******* months, lemme' tell ya! And when Lighteater pops up again, I'll walk my story out of the game and play it out in my own writing, then bring the story back here when it's time for more filler.
Consequently, I have come to realize that I will either like or dislike the storylines as fed to me by the devs, much like any comic book out there, and that I am ultimately a passive participant, relegated to the role of illustrator for a script written by others and for which I have no real input (proof of this is that every story arc plays out the same way no matter what AT or powerset I play and no matter what backstory I might imagine for my character). That's why the most satisfaction I get is from making a costume I really enjoy watching, with power effects/animations I enjoy watching, because my selections of those things (along with their color, to a limited degree) are the only things I have any substantial control over. None of us are really playing "characters" so much as we are driving game sprites, albeit somewhat sophisticated 3D sprites. Speaking in character with other players is about as far as the "roleplaying" can ever really get, but roleplaying and roleplay gaming are not the same thing (the former is but a single aspect of the latter).
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City of Heroes is better than this, in that it offers... Or at least used to offer a relatively consequence-free fictional universe where nearly anything goes and we have nearly limitless freedom, provided we can fit our characters within the existing AT system. Meta-game concepts do exist as storylines, such as Hero ID cards, hospital recilmators, difficulty settings and so forth, but those pop up in storylines so rarely that you can ignore their existence completely and you'll almost never have to sidestep a plot point.
Trying to invent a whole bunch of personal character lore that can fit within the CoX canon, and remain valid and uncontradicted by future changes, just seems like a huge waste of time to me. Particularly since not a single thing I might write into my character's backstory will have a single iota of impact on game outcomes.
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Yes, I'm aware my characters can't be integrated into canon. I don't want them to be integrated in canon. I would object to my characters being integrated into canon. And I do object, because that's precisely what the Well of the Furies is - it's a one-size-fits-all way to put our characters into canon storylines, and that requires that our characters be punch-pressed into a predefined mould. We saw how railroading this is with the Project: Destiny storyline, we saw how limiting this is with the whole of Praetoria's "Power Division" and hardline alignment choices, and we're seeing it again with the Well of the Furies.
I don't want to be part of the game's canon. I'm a guest star, and I'm perfectly happy with that designation. As long as canon doesn't bother me, I'm perfectly happy not bothering it. Most of the characters I play are essentially fish out of water. What would happen if you yanked Grey Fox out of Metal Gear Solid and put him in City of Heroes? That's more or less the question I ask for all of my characters, because I conceive all of mine as a part of largely unrelated stories and then bring them over to City of Heroes without doing much in the way of ret-conning to fit.
And here's the real kicker - prior to the Well of the Furies, I really didn't need to, not by much. Sure, Arachnos is kind of a plot railroad, but at the same time, you can ignore them for the most part, right up until Time After Time, and you end that by breaking away from them. All the rest of the game treats Arachnos agents as any other contact. You can claim you're a sympathiser and work with Marshal Brass and Agent Kirkland, or you can claim you're a disident and work with Vivacious Verandi and Crash Cage. You can sidestep many plot points by essentially avoiding taking part in many plots, but there's really no going around the Well of the Furies, ESPECIALLY if you don't want to do endless raids like I don't.
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I don't get why you're even refuting an argument nobody made. People's beef with the Well of the Furies isn't that we want to be integrated in the story but don't like how it's being handled. Much more commonly, it's that we DON'T want to be integrated in the story at all, and instead retain the freedom that not having to kowtow to a plot railroad brings. City of Heroes pre-Incarnates provides many different paths through the levels, with no one choke point being mandatory for all characters, with the possible exception of the Midnight Club for technical reasons. Yet with Incarnates, EVERYONE goes through the same plot point of becoming an Incarnate of the Well. It's a storyline you cannot avoid, so you end up having to accept it or ignore it. And that really hasn't happened before, not on this scale.
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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61866 - A Series of Unfortunate Kidnappings - More than a coincidence?
2260 - The Burning of Hearts - A green-eyed monster holds the match.
379248 - The Spider Without Fangs - NEW - Some lessons learned (more or less.)
He doesn't say 'your past incarnate version' he says 'past versions of you', and only after referring to the past versions of Statesman again to compare. There may or may not actually have been a past version of your character, that's up to you, but Wade's trying to cover up his frustration by twirling his evil moustache (goatee?) and making a clever quip.
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Now I'm interested to know... Are we talking just basic similarity, like there were people who were "like" me in the past, but in a symbolic sense? Similar overall power structure? "Chosen" like me?
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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"Past versions of me" actually concerns me. I hope it's just a quip and not a storyline where we meet the past version of my space alien from another dimension who was never on Earth until a few years ago. And before we start raising giving out red cards, here's a simple example: What if my character is Praetorian? Can we actually argue that a character whose entire history is based in Praetoria - the way the Praetorian storyline is being sold - could have a "past self" on Earth? How would that work?
Now I'm interested to know... Are we talking just basic similarity, like there were people who were "like" me in the past, but in a symbolic sense? Similar overall power structure? "Chosen" like me? |
"I believe there's a hero in all of us, that keeps us honest, gives us strength, makes us noble, and finally allows us to die with pride, even though sometimes we have to be steady, and give up the thing we want the most. Even our dreams." Aunt May SM2
i dreamed a dream, but now that dream is gone...good bye Paragon
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
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 see the ability to impact canon and the ability to remain "compatible with" the canon as facets of the same thing. The nature of the complaints against the Well usurping character concept (by dictating one single source of all powers, for instance) are all part and parcel of the desire/expectation for the game canon to work, if not in collaboration with at least not in opposition to, the imaginations of individual players. If this is not intrinsic to the objections to the recent interpretations of the Well and its connection to The Source of Super Powers, then those objections have reached a degree of esoterica I can't wrap my head around.
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When the revamped Maria Jenkins arc was added to the game, it was immediately apparent that all accompanying signature characters made it a point to almost plead with us to please understand that they're not here to steal our spotlight, and this is our story. This is almost word-for-word what I and others had been saying on the forums for years prior, and though I didn't expect our arguments to end up in the game as-is, literally out of the mouths of the NPCs, I still hold that up as proof that the writers did at least know what we were saying. The result of this is... Subject to interpretation, shall we say, but I appreciate the effort just the same.
You see the ability to impact canon and the ability to stay consistent with it as the same thing. They aren't. Our ability to impact canon is largely restricted to our voices as players and paying customers, whereas our ability to stay within canon is down to our characters' actions. You're mixing player and character here, and you end up creating a probably unintentional straw man. Specifically, that it's impossible for a player character to stay consistent with canon without having control over this canon.
You, my friend, speak like someone who's never written fan fiction, or at least never with any degree of research. Staying consistent with canon you cannot control is not impossible, it is merely a question of picking the right canon and knowing it well enough. It's not that hard, and all those of us who argue FOR concept but AGAINST limiting canon do this every day. We find ways to explain our way around stumbling blocks and argue around apparent contradictions, because we simply know the canon involved well enough to know which parts of it can stretch, and by how much.
The argument here isn't for the development team to give us more CONTROL, it's for them to give us more FREEDOM. Having content which does not work to actively restrict the breadth of concepts that can take part of it is not rocket science, and it does not require player control over canon. In fact, the game used to have that back in 2004-2005, and it did this in the simplest way possible - by not writing stories that relied on player characters exhibiting certain properties.
Actually, go through most of the City of Heroes Launch content and note how the stories are written. It is assumed your character communicated with the contact in some way, but it is never specified how. It is assumed you are capable and powerful, but it is never specified what that entails. It is assumed you chose to complete these missions (else why start them?), but it is never specified why you chose this. The contacts simply take the clues, process them and give you the next leg of the story. If you want to "role-play" more happening along the way, you are free to do so, as the story is pretty open-ended.
In the very simplest of terms, canon can be inclusive without granting users direct control over it, and unless I misunderstand something fundamental, you seem to be arguing that you can't have one without the other. Content doesn't need to be tailored to every specific character, thus we don't need to have the ability to the game's story to match our own. We just need enough headroom to where our own story can fit within existing canon without bumping into things.
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On a very separate note, there's a self-contradiction that I want to reconcile with. For years I've argued that I wanted to be the star of my own story, and that City of Heroes storytelling should be "about" my characters, yet here I am now, saying I want my characters to be guest stars in an ongoing story run by someone else. This isn't just me backpedalling, it actually does bother me that I managed to contradict myself.
The solution to this, as I see it, is that I want to see stories that use my character as a protagonist and put him over strong, treating him with respect, but that these stories don't loop back on top of me and influence my character in return. What I want is for my character to have the ability to advance the plot (through a pre-written plotline), but without giving the plot the ability to advance my character but in the most general way, speaking in terms of storyline and concept.
Example: A story needs a protagonist who can fight zombies, robots and wizards, both one after the other and all at the same time. Any character of mine who is "strong" enough to do this can fit the bill, because all the story requires is capability, regardless of its nature. Once the story is done, my character is made "stronger," but it is left up to me to define what that means in storyline terms, while in gameplay terms he just gains a combat level.
I don't need to control canon, and at the same time, canon doesn't need to control me. If written well, we can get along peacefully.
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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The argument here isn't for the development team to give us more CONTROL, it's for them to give us more FREEDOM.
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It seems to me that the only meaningful way to exercise the freedom necessary to make the game feel like I'm experiencing MY stories for MY characters is if I have enough control over the environment to make choices that potentially alter the game world in ways no fixed story line could ever hope to accomodate. Armed with that sort of control (freedom?) the game would actually function as an RPG for me, not just a combat simulator with attached story rails that we ride along to give us a vaguely relevant explanation for the next fight sequence. Some new MMOs are offering a taste of this sort of freedom (control?), and they may very well feel more like an RPG than anything that has come before as a result. The sense that your character's story really is your character's story, and not just someone else's story with your avatar Mad Libbed into the blank spots, would be genuine and not so contrived.
Maybe this is where the line divides between being "the star" and being "a guest star", as you've put it. I've never played an RPG in order to be a glorified NPC in someone else's story. That sort of game where it feels like no matter what your character would actually do (or tries to do), the outcome always seem to be whatever the GM had in mind all along, is no RPG at all.
And no, I've never engaged in fan fiction. The likelihood of conflicting with canon, both past (unintentionally) and future (out of one's control) are too great to make it worth while to me. The common solution of reducing the scope of one's stories so that they never come into potentially conflicting contact with the main storylines (and characters), is unappealing to me.
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
That's actually a pretty good point. In a world that has become heavily entrenched in time travel, that actually works pretty well. Thanks!
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or another thing is that maybe your character is reality's version of an antibody...something it creates to keep the balance. So he lives and dies and is reborn through out the time stream with no knowledge of his other selves.
for the tech/science guys...its often said that science beyond the understanding of peoples can be confused with magic. So maybe on one of his Oro trips thru time he couldn't resist grabbing an iPad 30....and this is what give him access to the Well...thru and incarnate app
"I believe there's a hero in all of us, that keeps us honest, gives us strength, makes us noble, and finally allows us to die with pride, even though sometimes we have to be steady, and give up the thing we want the most. Even our dreams." Aunt May SM2
i dreamed a dream, but now that dream is gone...good bye Paragon
If you want to get into semantic details, prior to the Well players had total control over their own origin stories and power sources, prior to dialogue being worked into text boxes players had total control over their character's responses, and etc. The fact that the ability to change undetermined things never gave anyone the ability to change determined things has nothing to do with the fact that players had the freedom to determine it themselves. Now I know it's hard, Wing Leader, but try and respond with something other than a disingenuous rant about how creativity of any kind is just impossible if you aren't playing tabletop thinly disguised as a semantic argument.
the difference being you see the incarnate storyline as a springboard while others see walls.
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If Prometheus doesn't say it, Wade certainly seems to think so in SSA5. He remarks that he should have studied your past incarnate version to figure out how to kill you. Makes that comment at least twice, IIRC.
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Darren has no idea whether you have had past incarnations or not. He simply believes that a being of your stature simply MUST have one, perhaps furthering the evidence that his judgement is faulty. After all, Darren believes the choices he is making will ultimately benefit humanity as much as himself. Just as so many other villains like him, he fails to realize that there are factors outside of the scope covered by his schemes and is thus painfully short-sighted.
Obviously, I can't speak for everyone here, only for myself. However, at the same time, being willing to ignore part of the story shouldn't obligate me to never ask for it to be written better.
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All I can advise on the matter is, as a general rule, virtually every character created is ultimately beholden to the setting which they are a part of. As writers, we are used to being able to control the setting to fit our characters and this is where the conflict of interest with the Well of the Furies is taking place. I sympathize with you, but I don't see any solutions that would resolve this concern cleanly.
Just FYI, I have overheard that there was the exact opposite concern regarding the Incarnate system during the Going Rogue beta when it was first introduced. There was no lore to support it, leaving it too open-ended for the majority of the beta testers and there were complaints that resulted in the developers withdrawing it to address these concerns at a future date. Because of that we now have an opposing base to that stance.
Granted, I cannot vouch for the authenticity of this story however, as I had stopped playing the game for a few months during that period.
If it's any consolidation, try to look at it this way: The power of an Incarnate-grade ability might tie you to the Well of the Furies simply because it feeds off Human achievement, but the Well is still just "A" power source and not "THE" power source. Your Incarnate-grade power may not actually draw power from the Well, even if it feeds back into it.
Your magical sword is still powered by magic and your laser is still powered by batteries. Your accomplishments may feed into the Well, which is a power source that others can draw upon, but just because you have a power that is Incarnate-grade does not necessarily mean that you are getting it FROM the Well.
You can also interpret that Prometheus is not all-seeing and simply believes that just because you have Incarnate-grade abilities that you are drawing them straight from the wellspring of Human Potential itself. It is not a stretch to believe that an NPC is making assumptions and is, in fact, wrong. As for how this is interpreted in-game; if you bypass the Mender Ramiel missions and earn Incarnate XP for your Alpha slot, you could just assume that you have developed Incarnate-like capabilities in some way during your battles with beings that do actually harness power from the Well without yourself having developed any ties to the Well beyond feeding it your accomplishments as you always have (or haven't).
Also, something to chew on: there is something else that is faced in the next issue that "feeds" off another aspect of Human life, in a way that is very much the opposite of the Well of the Furies.
Raid Leader of Task Force Vendetta "Steel 70", who defeated the first nine Drop Ships in the Second Rikti War.
70 Heroes, 9 Drop Ships, 7 Minutes. The Aliens never knew what hit them.
Now soloing: GM-Class enemy Adamaster, with a Tanker!
To add to my post above, I believe that there are two aspects to consider when we bring up the Well of the Furies.
The Concept of the Well: The Well is the equivalent of "the Achievement Force" that is not unlike the Speed Force in DC continuity. Every species that reaches some type of breakout capacity develops one and each behaves like the Force of Gravity or Electromagnetism in the CoX universe. As such, it is "a power source" but not "the source of ALL power". By simply being Human, you are drawing power from it, which separates humanity from other animals, even if you are not drawing "Powers" from it. It seems that the Well, like the gods of the CoX universe, gains power through Human Perception but draws this power in respect of Humanity's ability to perceive and imagine in general rather than how the gods of the CoX universe gain power based on the number of followers and how far those followers believe a particular god's limits can reach.
The "Personality" of the Well: This is the personality of the Well itself and is distinct from the concept of the well as a Force in that it can choose direct "extra" power from the Force into those it chooses. Should they accept, it grants them the capability of defying the limits of the physical universe. This personality does not actually control the Potential of Humanity but rather behaves just like the Human Body in that it has voluntary control only over certain parts of itself. The Personality is also influenced by human thought, which changes over the course of generations and also goes into hibernation for centuries at a time for reasons unknown. In other words, the Personality is like our own consciousness - it is subject to restrictions and involuntary systems that maintain itself and the Force of Potential it is derived from.
So if you want to use this to your advantage to bypass the Well of the Furies in your character's list of powers, consider this:
The Flash - Draws power from the Speed Force.
Superman - Can fly almost as fast as the Flash can run, to the point where the difference in speed is insignificant. However, Superman draws power from the fact that his body is a solar radiation battery. He has never to my memory had any affiliation with the Speed Force as a power source, although like every being that has motion in the DC Universe he is connected to it in some way.
Raid Leader of Task Force Vendetta "Steel 70", who defeated the first nine Drop Ships in the Second Rikti War.
70 Heroes, 9 Drop Ships, 7 Minutes. The Aliens never knew what hit them.
Now soloing: GM-Class enemy Adamaster, with a Tanker!
Oh, boy... Please understand that while I may use rude language below, I mean you no disrespect personally.
Maybe it is all just semantics, but I'm not sure how anyone can have freedom without some measure of control.
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Ruthless Samael actually put it the best, I think - our ability to redefine things that are defined for us has nothing at all to do with our ability to define for ourselves things that were never defined in the first place. As far as I'm concerned, making the game so very specific is what's robbing us of our freedom by making us have to have control, where this was never needed before.
I'll give you an example - if I want to claim that my character is a French secret operative working in Paragon City on joint assignment, I can. Why? Because there simply is nothing said in the game about France, so I'm free to assume that still exists. I don't need control over canon of any sort to do this. So I make this character, play her for six years and then it's revealed that France ceased to exist in 2002 when the Rikti bombed Europe into the stone age and then the place was rebuilt as a single, unified state. Oops! Well, NOW I need control over canon just to enjoy the freedom I used to before, and it's a freedom I used to enjoy without needing to control anything but my own actions to achieve.
A common complaint I'm reading is that players playing redside never feel like villains because they don't have the freedom to act like villains, which to my eyes reads like they don't have enough control over what sorts of activities their characters engage in with regards to missions and the greater relationship they have with the game world as a whole (i.e., "We can either be lackies or anti-heroes who begrudgingly collaborate with heroes.").
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Neither of these requires control over canon. So I can't kill Arbiter Daos when he asks me to betray Ghost Widow. Fair enough. Then give me a reason to betray her that's not "Because Daos said so." So I can't have my own evil empire. Fair enough. That doesn't mean you can't give me missions where I try to build one. Dean McArthur and Leonard have a great arc in this regard, and I wish to see more like it.
But that's not what we're getting recently. Instead, what we're getting is a very specific vision of what a villain would be, and it's not a villain I enjoy. It's the stupid, brutish thug just out for the money, but who will help out against a greater foe. Run the Dr. Graves arc some time and note the kind of words I'm forced to say, and the size of idiot I'm being forced to be. Why was this necessary? Why was it necessary to put words in my mouth when they KNOW these words won't fit all but a small subsection of villains? Why not go with something less-defined and more open to interpretation? Instead of "I have a mental time bomb!" why could my line of dialogue be "Tell the Dean what Dollface told you." Sure, it's still stupid, but I can at least sell the mind control without coming off like Blond and Blonder in the process.
A hero can't decide to kill a villainous threat even if that suits "their story" better, and the fact that said villain appears later on in the story arc or in another mission chain makes the so-called freedom to solve matters in the character's own way a massive exercise in ignoring the content and "rewriting" it in one's own mind.
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Let's go back to Stardiver. Stardiver cannot speak. At all. The only way she can communicate with people is through basic emoticons like O_o and ^_^ and Q_Q. So when I went to run Keith Nancy's arc just because I enjoy fighting my double and was presented with a dialogue tree, I closed the window and went to pick a different story arc to run, instead. I didn't have to rewrite anything in my head, I just picked another story which did not ask me to converse. I needed no control over canon to do this, just control over my own actions. And I didn't even need to rewrite anything in my head. I simply picked an arc where what's on the screen matches what's in my head. Again - problem solved.
It seems to me that the only meaningful way to exercise the freedom necessary to make the game feel like I'm experiencing MY stories for MY characters is if I have enough control over the environment to make choices that potentially alter the game world in ways no fixed story line could ever hope to accommodate.
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You ask for control that's not necessary for freedom to discount freedom as impossible because it's impossible to have the kind of control that's not necessary to have. That's almost a textbook definition of a straw man. And again - I'm not saying you're malicious about it, but intentionally or unwittingly, you ARE creating a straw man.
Armed with that sort of control (freedom?) the game would actually function as an RPG for me, not just a combat simulator with attached story rails that we ride along to give us a vaguely relevant explanation for the next fight sequence.
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Moreover, this what at you're doing here is an even more massive straw man. You paint City of Heroes in the same light as something like Virtua Cop, and you couldn't be farther away from the truth. Neither City of Heroes nor City of Villains nor indeed Praetoria are exactly "on rails." None of these sides of the game have a storyLINE, they have a storyplane. What this game's story constitutes is a lattice of different storylines going in different directions, crossing over under and around each other, converging and diverging and presenting what is, for all intents and purposes, a large persistent world that has no one set, mandatory line of progression.
As a point of fact, what you criticise the game for - being on rails - is precisely what I criticise the newer storywriting approach for, because it wasn't always like this, and it never needed to be like this. Pick any of the legacy Launch contacts and try to tell me which storyline they're part of. Unless you cheat on your notes, you won't find an answer to this question, because there IS no answer to this question. Things are happening in places all over the city, and by picking specific story arcs, you get a specific view of specific events, but there is no one overarching storyline. You can build a bigger picture of the fictional world, but this is an entity with depth and breadth, not a mere linear story.
I could, for instance, level up to 50 and never know who the Sky Raiders are, just because the path I took through the story lattice didn't take me across the specific storylines that they're involved with. Or I could level up to 50 and deal with the Sky Raiders nearly all the damn time, even when I'm far out of their level range, but completely miss anything to do with the Rikti, to the point where the Rikti war may as well have been ancient history. And the best thing is... I can pick my own path, and chart it such that I avoid all the things I hate and hit most of the things that make sense for the character. AND not repeat too much, to boot.
That's not a rail shooter, not even close. I'm not sure if you're insisting it is out of spite or if you're genuinely incapable of seeing it as anything more, but it's not a rail shooter. Maybe that's how you see it, and that's fine, but I take slight when you tell me I shouldn't be able to see it as anything more, and if I do, I'm somehow wrong, which is what I get out of your continued insistence on presenting freedom and control as being the same thing.
Some new MMOs are offering a taste of this sort of freedom (control?), and they may very well feel more like an RPG than anything that has come before as a result. The sense that your character's story really is your character's story, and not just someone else's story with your avatar Mad Libbed into the blank spots, would be genuine and not so contrived.
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Maybe this is where the line divides between being "the star" and being "a guest star", as you've put it. I've never played an RPG in order to be a glorified NPC in someone else's story. That sort of game where it feels like no matter what your character would actually do (or tries to do), the outcome always seem to be whatever the GM had in mind all along, is no RPG at all.
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And no, I've never engaged in fan fiction. The likelihood of conflicting with canon, both past (unintentionally) and future (out of one's control) are too great to make it worth while to me. The common solution of reducing the scope of one's stories so that they never come into potentially conflicting contact with the main storylines (and characters), is unappealing to me.
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What would happen if I brought Samuel Tow over to the Chunin Exam and had him fight Orochimaru? Hmm... Well, first of all, how would that transfer happen? Well, I brought Sam to City of Heroes, which has dimensional travel, so let's just say that that takes place in another dimension. OK, that'll work. What about power levels? Well... That's not nearly as easy to explain, and it depends on what kind of story I'm looking to tell, doesn't it? What about continuity? Meh, I can fit that in somewhere where it doesn't interfere. Why bother? Why the hell not?
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 certainly appreciate the fact that no one wants to feel tethered to a system that defines their destination. Unfortunately that is the fault with a well-scripted setting - the more complex it becomes, the less freedom you possess.
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All I can advise on the matter is, as a general rule, virtually every character created is ultimately beholden to the setting which they are a part of. As writers, we are used to being able to control the setting to fit our characters and this is where the conflict of interest with the Well of the Furies is taking place. I sympathize with you, but I don't see any solutions that would resolve this concern cleanly.
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Unlike writing fanfiction for a book or a movie that's out and unchangeable, we're players and paying customers of this game. We're not in the wrong to ask for more options and more storyline paths past the same plot point. I have no illusions that anything whatsoever that I come up with has to fit with everything at all in the game. That'd be stupid. But I feel justified in asking for moderation, such that at least SOME of what I come up with fits with at least SOME of what the game has to offer, such that I can sort of bob and weave in-between stories that don't work.
Forcing all characters through the same one plot point just seems... Unnecessary, in this regard.
Just FYI, I have overheard that there was the exact opposite concern regarding the Incarnate system during the Going Rogue beta when it was first introduced. There was no lore to support it, leaving it too open-ended for the majority of the beta testers and there were complaints that resulted in the developers withdrawing it to address these concerns at a future date. Because of that we now have an opposing base to that stance.
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The reason to hold back Incarnates was less to do with it lacking story and more to do with it lacking content. And though a few people - myself among them - did want to see some kind of storyline explanation behind the Incarnate system, I don't think the Well of the Furies is what we were asking for, at least not in how it came out.
Now, obviously, I could be wrong, but the thing is... I feel we needed the Well to explain Incarnates about as much as we needed Dr. Brainstorm to explain why my Scrapper has fire-based powers. It's neat to have that there as a news article if you really wanted to get into the story, but it REALLY should be kept out of major storylines. If the Well were JUST an "in" on the Incarnate system, but the rest of it didn't bring the Well up as much, I wouldn't mind. I might not like the idea, but if it's just one mission, then eh. I can deal with it.
The problem I have is that after the Well of the Furies, the game seems unable to explore storylines OTHER than the Well. Before it, I can follow all manner of esoteric storylines, from people creating scientifically-based vampires to the history of an 14 000 year old civilisation, to a corporation's lack of ethics, none of them having to all harken back to the same plot point. Post Incarnates... I can fight an alien invasion that the Well is involved in, or I can fight an eldritch god that the Well is involved with. It is my profound feat that EVERY future Incarnate storyline will have to feature the Well in some way, not only rubbing it in my face, but actually degrading the storylines that get told. As an Incarnate, can I just fight an alien invasion that threatens Earth, or can I only get to play if the Well of the Furies is secretly behind said invasion? Can I please go play in the sandbox without the Well necessarily looking over my shoulder?
If it's any consolidation, try to look at it this way: The power of an Incarnate-grade ability might tie you to the Well of the Furies simply because it feeds off Human achievement, but the Well is still just "A" power source and not "THE" power source. Your Incarnate-grade power may not actually draw power from the Well, even if it feeds back into it.
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But again, just because I can look the other way and ignore much of the storyline, that doesn't mean I shouldn't argue to have the story restrictions loosened up a bit. The last time we made a concerted effort to complain about a restrictive storyline - that we were painted as Arachnos lackeys - we got a response in the form of Mathew Burke. Sure, it wasn't a big change, but at least it gave us an out if we wanted to avoid pledging allegiance to Kalinda. I'm hoping this happens to the Well in time.
*edit*
By the way, those last two posts constitute the better part of my entire morning
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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The obvious follow-up question to that, then, is "Why does our setting need to be so complex and so scripted?" Someone at some point must have thought this was a good idea that brought some kind of benefit, so what benefit is it that overrules what I feel is City of Heroes' greatest strength - the freedom to create? What did villains gain by being written as pawns of Arachnos, for instance, that they wouldn't have gained if that plotline weren't introduced into City of Villains?
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But like current politics, it's easy to criticize decisions after we've seen their results. I won't argue with a focus on open-ended interpretation being a worthy goal, just bear in mind that the developers are probably more concerned about content, as content sells better to the masses than lore. I think they're just putting lore together to back the new content more or less. I'm sure there's a heavy creative process behind this, but I highly doubt that lore is a means to an end rather than the end in itself.
Still, advocating for less specific lore towards our characters' growth is definitely encouraged.
I do - campaign for greater freedom and less specificity in regards to assumptions about our characters' origins, personalities and motivations. Failing that, if these MUST be assumed, then I suggest campaigning for greater choice. If word MUST be put into my mouth, then give me a choice between acting like a retard, acting professional and possibly acting goofy. Don't lock me into a dialogue vector that has one and only one response to every conversation screen and has no reason to BE a dialogue "tree" to begin with.
Unlike writing fanfiction for a book or a movie that's out and unchangeable, we're players and paying customers of this game. We're not in the wrong to ask for more options and more storyline paths past the same plot point. I have no illusions that anything whatsoever that I come up with has to fit with everything at all in the game. That'd be stupid. But I feel justified in asking for moderation, such that at least SOME of what I come up with fits with at least SOME of what the game has to offer, such that I can sort of bob and weave in-between stories that don't work. Forcing all characters through the same one plot point just seems... Unnecessary, in this regard. |
I do believe, however, that you and I share a very forceful debate methodology that tends to be misinterpreted by others as aggressive or crass. This unfortunately tends to draw a lot of counter-debate, which I think is part of the concern here.
You heard wrong, then. I was there for those complaints, and they largely focused around the Incarnate system having no backing to it, like it's just another loot system. What people had been asking for years was more stuff for their 50s to DO, and what we got with I18 was more stuff for people to EARN while still repeating old content. We were promised there would be "Trials" to run, just not right at the start. But like I1 upping the level cap and people exclaiming "So, I have four more power choices to take the powers I intentionally skipped before? Um... Thanks?" so people responded to the half-Alpha slot with: "Great, more loot that I can get by farming the ITF anyway? Pass!"
The reason to hold back Incarnates was less to do with it lacking story and more to do with it lacking content. And though a few people - myself among them - did want to see some kind of storyline explanation behind the Incarnate system, I don't think the Well of the Furies is what we were asking for, at least not in how it came out. Now, obviously, I could be wrong, but the thing is... I feel we needed the Well to explain Incarnates about as much as we needed Dr. Brainstorm to explain why my Scrapper has fire-based powers. It's neat to have that there as a news article if you really wanted to get into the story, but it REALLY should be kept out of major storylines. If the Well were JUST an "in" on the Incarnate system, but the rest of it didn't bring the Well up as much, I wouldn't mind. I might not like the idea, but if it's just one mission, then eh. I can deal with it. The problem I have is that after the Well of the Furies, the game seems unable to explore storylines OTHER than the Well. Before it, I can follow all manner of esoteric storylines, from people creating scientifically-based vampires to the history of an 14 000 year old civilisation, to a corporation's lack of ethics, none of them having to all harken back to the same plot point. Post Incarnates... I can fight an alien invasion that the Well is involved in, or I can fight an eldritch god that the Well is involved with. It is my profound feat that EVERY future Incarnate storyline will have to feature the Well in some way, not only rubbing it in my face, but actually degrading the storylines that get told. As an Incarnate, can I just fight an alien invasion that threatens Earth, or can I only get to play if the Well of the Furies is secretly behind said invasion? Can I please go play in the sandbox without the Well necessarily looking over my shoulder? |
As I mentioned earlier though. I think the most recent concerns are a result of hindsight - it's easy to debate something after it has been created or enacted. However, we should definitely advocate for the developers to learn from this or, better yet, expand the future lore to take broader possibilities into consideration and thus perform a soft-retcon of their standardized Incarnate-based insinuations for every character out there.
I don't disagree with you, and that's what I'm doing, more or less. Like with Arachnos Patrons and their Patron powers, I'm trying to think of ways to spin the Incarnate powers such that I can claim I just spontaneously developed them and they weren't given to me. You've seen Stardiver, for instance. It would make tons of sense for her to have the Pyronic Judgement power just because she holds within her body the power of an active star. It would make sense that she could unlease a miniature solar flare at will, right?
But again, just because I can look the other way and ignore much of the storyline, that doesn't mean I shouldn't argue to have the story restrictions loosened up a bit. The last time we made a concerted effort to complain about a restrictive storyline - that we were painted as Arachnos lackeys - we got a response in the form of Mathew Burke. Sure, it wasn't a big change, but at least it gave us an out if we wanted to avoid pledging allegiance to Kalinda. I'm hoping this happens to the Well in time. |
Personally, my most troubling concern with any story content to date actually comes from one of the First Ward arcs. There is a brief period where your character becomes possessed, and this does not sit well with me. It also wouldn't make sense to characters that are already ghosts or have some kind of supernatural protection. I agree that it is very obstructionist, but thankfully those types of scenarios are quite rare in the game.
I have also never swallowed the Cape and Aura unlock arcs real well. Apparently our Auras come from some kind of device attached to our hearts? I care to differ. :P
*laughs* We had a slow day at work this morning so this was a good way to keep myself occupied as well.
Raid Leader of Task Force Vendetta "Steel 70", who defeated the first nine Drop Ships in the Second Rikti War.
70 Heroes, 9 Drop Ships, 7 Minutes. The Aliens never knew what hit them.
Now soloing: GM-Class enemy Adamaster, with a Tanker!
Like current politics, it's easy to criticize decisions after we've seen their results. I won't argue with a focus on open-ended interpretation being a worthy goal, just bear in mind that the developers are probably more concerned about content, as content sells better to the masses than lore. I think they're just putting lore together to back the new content more or less. I'm sure there's a heavy creative process behind this, but I highly doubt that lore is a means to an end rather than the end in itself.
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My question, though, is why make the same mistake again? I get that the old writers left and new writers came on board, but most of those people say they were players before they were developers. Were they not present for the year-long discussions? Did they not see the old content's flaws and the fixes made to it? Once upon a time, I said that for all the gloating Jack Emmert did for having learned valuable lessons when he sold City of Heroes to NCsoft and made his own "spiritual sequel," he learned exactly the WRONG lessons, and the resulting game kind of shows that. This is exactly how I feel about the Incarnate system - our writers looked at legacy content and saw it lacking. To be fair, it kind of is. But they proceeded to take away all the wrong lessons about what makes for exciting storytelling.
I get that not everyone hates this "specific" approach to storytelling, but this is where choice should have kicked in. I can see that the writers have heard our pleas, and a lot of what's come since I19 has been playing down the Well's all-encompassing nature and even sometimes hinting at another way to gain Incarnate powers entirely. And I appreciate it. I just don't get why Going Rogue had to make the exact same mistakes City of Villains did after years of fixing those mistakes in the first place.
I'm pretty sure someone will correct me, in turn, with an alternate interpretation. I just know much of the complaints were about content more so than story. The complaints that were about story were more about there being none of it than about the story not involving us closely enough.
I have no qualms with their lore, and agree that when it applies to us specifically there should definitely be a softer approach on how this it is done - especially with regards to the Incarnate content. They have made obvious attempts (especially in regards to what KIND of Incarnate we represent, which is left to our interpretation) but again - there should be some lore added that deliberately states that we may actually have powers that are Incarnate-like in nature without actually drawing from the Well itself. Sadly, the story does seem to be veering in the opposite direction with the concept of Ascension.
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Personally, my most troubling concern with any story content to date actually comes from one of the First Ward arcs. There is a brief period where your character becomes possessed, and this does not sit well with me. It also wouldn't make sense to characters that are already ghosts or have some kind of supernatural protection. I agree that it is very obstructionist, but thankfully those types of scenarios are quite rare in the game.
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I have also never swallowed the Cape and Aura unlock arcs real well. Apparently our Auras come from some kind of device attached to our hearts? I care to differ. :P
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The cape mission, on the other hand, is just insulting. Hero-side, I can kind of see how heroes might not want to wear capes out of respect for Hero 1, but villain-side, Recluse apparently forbids his "Destined Ones" from wearing capes. Honestly, that sentence feels like it got autocorrected. Though, I admit, it would be funny if a villain bought a bed sheet, tied it around his neck, and then Arachnos soldiers arrested him for wearing a cape without a permit. Take that, willing suspension of disbelief! Not like you could tell, actually. Arachnos soldiers attack us on sight anyway.
However, all three of these situations - possession, cape and aura - are fairly harmless. They show up in one mission and are never brought up again. You don't go through a story arc where your aura heart pump machine malfuctions and you have to have it replaced, you don't get arrested for wearing a cape like I said above, you don't go through a whole arc trying to remove the apparition from yourself. If you want to pretend they never happened, the game's story will not argue with you about it.
In fact, with the ability to buy cape and aura unlocks these days, even that problem isn't that big. If I were so inclined, I can just not run the cape and aura missions and yet still have access to capes and auras. I could be involved in canon if I wanted to, or not involved if I chose to not be. Everybody wins, and Marketing makes a bit of money off it, to boot.
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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61866 - A Series of Unfortunate Kidnappings - More than a coincidence?
2260 - The Burning of Hearts - A green-eyed monster holds the match.
379248 - The Spider Without Fangs - NEW - Some lessons learned (more or less.)
Wow. I sort of feel like DareDevil watching the Hulk and the Thing as they level a number of city blocks... I dunno if I should poke my face in this.
One thing that stands out about CoH is that the Devs take notice more than those in any other comparable venue, and they really try to do the right thing whenever they can. There are many wonderful things now in the game because of this, and a few things that got 86'd upon request as well. I am a piker as a Beta Tester or an RPer or an altoholic, so I am not up-to-the-second on lore or what is around the corner. I have watched with interest the reports Sylph has brought out from apparent developments in the lore that are now on the Beta server.
It appears that the Well may be taking a step back and becoming "A" source of power as opposed to "THE", and that it will be much like an automotive battery that absorbs power and supplies power at the same time to and from all the denizens of Earth, of whatever sort they are, native or alien, flesh or machine, etc. The Well may also be taking a step back from being fully sentient into being an intricately programmed sort of computer intelligence, as it were, that appears from its actions to have sentience because it responds to events as complexly as it does. It also appears that they are tossing Mender Ramiel under the proverbial bus and also making the Well "A" source of being "Incarnate" as opposed to "THE." Should that be the case, the Devs are doing a great thing, and sorry about that Mender Ramiel.
All of that is what I am deciphering from Sylph's reports, the remarks of others and the tremendous epic dialogue in progress with Samuel Tow. I could be mistaken. And what appears on the Live servers may not be the same when it gets there. But if true, this is Very Good News.
If this is all correct, I will spot the Devs a good measure of leeway to bring these changes about. A tremendous sticking point has been the Well's seizing of Statesman and making him talk like a sock puppet, combined with the Well's sentience and apparent insanity. While this is not quite "You said Darth Vader betrayed and murdered my father" territory, let's face it, Lucy, someone's got some 'splainin' to do. I am prepared to do a TREMENDOUS amount of winking if the Devs are fixing this and the crippling implications that have flowed from it. If I may indulge in an anaology in this regard: If the placque under the statue of Atlas needs to change how it reads yet again, I will happily be a good Orwellian and say that we have ALWAYS been at war with Oceania and the placque has always read as it now does.
And to come back full circle, if the Devs make the changes it seems they are, the Hulk and the Thing will realize they are now on the same side and will go off happily together to beat up the Kingpin and the Rhino.
"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"
"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."