It happened AGAIN.
The only reason your played villain is "Losing" is because you've set unrealistic goals for them. City of Villains has multiple situations where, you, as the villain, commit your villainy and face no permanent consequence at all for doing so. That's allowing the player to win. And you're allowed to do so pretty much as often as you wish, provided you can beat the npc statblock that's provided as an obstacle.
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All I'm saying is that this game, as a static MMO, is far from a perfect representation of a "superhero/supervillain" game because it hampers, by inadequate design, a certain range of villainous RP I would otherwise like to explore. That doesn't make my desire to explore such a line of RP "incorrect" in the least.
Perhaps someday the idea of playing a multi-player game like this will not preclude a very obvious realm of activity and I'll no longer have to always "lose" while attempting it.
Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀
I prefer to see a future where multiplayer games are not confined to the limitations you wish to keep them shackled to. *shrugs*
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The model you want has been tried several times, and it always ultimately fails, because the majority of gamers don't want to face the idea of actions with permanent consequence unless that consequence is a positive for themselves.
The second you provide the option for both moral viewpoints to be played by players in a game, is the point you have to strip the idea of consequence from the game, because the majority of players absolutely refuse to indulge the idea of a consequence being forced upon them by another player.
You can get such an experience with a smaller group in some games, but even then, squabbles will inevitably happen that ruin the play experience.
And I don't wish for games to be shackled to this. Im definitely in the minority of wanting games to have consequence and players being able to impact other players. But, I realize such things are not marketable, and thus will not occur.
And until you can give me the answer to WHY that must be so always and forever regardless of the mechanics used to design a game I guess I'll have to keep asking the question. Table top games don't suffer from that limitation - are we to assume that computer MMOs always will?
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@Golden Girl
City of Heroes comics and artwork
Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
Well, the best plans are flexible enough to use good distractions when they arise. The thing of it is, other villains get to use these events to their advantages. I mean look at the Rikti War Zone, is the only enemies there Rikti? No, We have Arachnos, Malta, Knives, DE, Nemesis, and even some CoT, what are they doing? It sure doesn't look like they're dropping everything to go rescue Fusionette.
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Virtue Server
Avatar art by Daggerpoint
How about "these guys winning would #$%^ up my own plans". That's not really a "for the greater good" thing, it's a "for my own good" thing. Sounds like a perfectly reasonable hook to me.
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It just fails to be after the umpteenth time it gets used.
@Dante EU - Union Roleplayer and Altisis Victim
The Militia: Union RP Supergroup - www.themilitia.org.uk
Virtue Server
Avatar art by Daggerpoint
Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
There's a difference between "good conquering evil" in generic literature and a HUMAN PLAYER playing a villain. What motivation does a person have to continue playing a character who's doomed by unalterable fate to lose? I'll admit playing a doomed character is appealing sometimes, but not all the time.
I submit that a human player playing a villain ought to be able to "win" at least once in a while, otherwise what's the point? |
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
First off, I'm sympathetic to the feelings of the red-side players, so please don't take any of this as an attack. (Particularly you, Lothic, as you've made your points politely, almost heroically, one might say.)
Perhaps someday the idea of playing a multi-player game like this will not preclude a very obvious realm of activity and I'll no longer have to always "lose" while attempting it.
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I submit that a human player playing a villain ought to be able to "win" at least once in a while, otherwise what's the point?
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Also -- and I have to plead ignorance on this -- what degree of villainy is permissible while keeping the current rating? Single player games can let you get away with a lot, because you aren't forcing anyone else to be exposed to your digital depravity; are the guidelines different for MMOs?
When CoV was first announced I was skeptical. If this game was going to be any kind of simulation of superhero comics, the villains would have to fail on every major goal they set. How much satisfaction would you get playing a character who by definition has to fail? Of course, they way they got around it was to drop the idea of the game being a simulation of superhero comic book narratives, and allowing -- sometimes encouraging -- violation of some of the basic tenets of the genre. At the same time, they kept enough of them (possibly to satisfy the rating's needs) to ensure that people who wanted to roleplay evil would be dissatisfied, too.
I don't know how to fix things for you guys. Perhaps it's a good thing it isn't my job.
@Glass Goblin - Writer, brainstormer, storyteller, hero
Though nothing will drive them away
We can beat them, just for one day
We can be heroes, just for one day
Physics of the Impossible by Michio Kaku had some insight on what roadblocks AI is hitting and how unlikely it'd be that we see anything too advanced in the foreseeable future. Very interesting read, and Physics of Superheroes is also another fun one. We can't say never though, maybe machines will get smarter and we'll just get dumber to bridge the gap, lol.
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Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
Okay, here's something to ponder:
Antagonists ("villains") usually get to do two very specific somethings that we're not allowed to do in this game. Well, not very much, anyway.
1) They're proactive. They set out to do something because they want to. Protagonists ("heroes") on the other hand are reactive. They set out to do something because they have to - basically, the villains forced the hero to do something.
Consequence: the most villainous thing in the game is the mayhem missions, followed by the tip missions. Because in those two types of missions, we get to choose what we're about to do. We set the ball in motion!
2) They're a catalyst for the protagonist. If you're into the Campbellian mushroom soup, you notice that the villain's role is to cause a change in the hero. The hero must come out of the story a different person - "the master of the two worlds" (the two worlds being the normal world and the world of adventure), "the bringer of the elixir" (whatever was needed to heal the normal world) in Campbell's words. Basically, all hero stories are about coming to terms with one's own self.
The villain's story is quite different. It is not the villain's role to change or to find out who he is (unless he's the anti-hero, i.e. Vigilantes and Rogues). His job is just to challenge the hero. Not to lose. To challenge the hero. There's a very important difference there.
Consequence: again, the most villainous thing to do in the game is the mayhem missions followed by the tips missions. The mayhem missions always has a hero turning up (because you forced him by robbing the bank). The tips missions sometimes has a hero that you set out to foil (but not always - sometimes you just screw up the life for another villain). And we never change! We do it happily over and over again!
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There are not that many villain stories at all. Basically, it's Mortimer Kal's trial, and there's Lord Recluse's Task Force to a certain degree as Recluse is the instigator, not you. Also, it will probably be different in the future when States disappears from it.
Do you notice something? There's a distinct lack of "saving the world because you have to" here - those are inherently heroic missions, because they a) are reactive, and b) forces something of a change in you. Well, what else would you call having to stand side by side with those pesky heroes and not try to kill them straight? There's a certain insight there, which Campbell definitely would call "the elixir".
Conclusion 1: As soon as you set out to save the world, that's a hero story, a redemption story, no matter how you justify it for the villain.
Conclusion 2: Villain stories don't have to be about the end of the world, or world domination. Villain stories simply have to be proactive.
Still @Shadow Kitty
"I became Archvillain before Statesman nerfed himself!"
@Golden Girl
City of Heroes comics and artwork
How would you feel about this scenario? Your villain makes the choices he likes, fights his way past the obstacles to his goal, and then gets to push the red button to destroy the world. You won, in that you got to do what you wanted. However, the Doomsday Device fails to work (or some other deus ex machina), maintaining the world's (and game's) status quo, and you have to make a hasty exit to your lair to plot anew. Would that work for you?
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In fact, let's extend the idea a bit:
- The villain picks a choice from a list of goals. Doomsday devices and end of the world is not on that list.
- Make it a bit of a journey, not just one mission, because you need several things. Each thing you get in a mission. The things can be hostages, kidnapped scientists, control of a city block, artifacts, relics, tech stuff, rubber duck, whatever.
- Then iterate: pick one thing from the list of things still needed. Then list a number of random template-based missions from which to get that particular thing. Pick one of those. Do that mission and get that thing. Repeat for the other things.
- As you get the things and come closer to your goal, you get the attention of a hero. He starts to ambush you as you try to get the things. Generally, he fails, because it's not the end of the story yet. But if he wins, and you fail, you have to try to get the thing in another way (i.e. pick another random template mission).
- Finally, you have the things you need, and you set up to complete your Evil Scheme. Then the hero jumps in and tries to stop you in a Final Showdown.
- If you win, you win the goal that you set out to get, laugh and gloat at the inept hero, apply science or magic to your evil character, and decide to do it all over again.
- If you lose, you get thrown into the Zig, and have to escape from the Zig (an excellent time to get the Jailbird badge, if you don't have it). When you get out, you do not get the goal, but you get some other but smaller reward and you get to vow revenge for the dishonor of being thrown behind bars!
Still @Shadow Kitty
"I became Archvillain before Statesman nerfed himself!"
At the end of the day, it's a given that Evil loses. No one is being forced to choose the losing side. Choosing to be on the losing team and then complaining that you can't win is... well, appropriate behaviour for a cartoon villain I suppose.
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This has to be this way, because the players of both sides need to feel there's a chance for victory, yet no victory can be permanent as it would negatively affect the opposite side.
Also, if Evil always loses, the struggle to overcome it loses merit and thus becomes less interesting.
Basically, the player -can- Win/Lose, but it has to be on a small, non-permanent scale. Anything else will eventually break the game environment.
That system never got implemented (and the fact that we never heard of it again sort of implies that the design document went with Cryptic to That Other Game) but I have to think that Matt must revisit the idea in his head every so often.
I like the idea of your villain plot template. I'd probably play redside more often if it featured something like that.
Okay I have read most of the post in this topic but not all, so keeping that in mind...
1. The idea that villains are proactive and heroes are reactive is absolutely true, with that in mind why not write stories in game that are based on that? The villain story arc comes first in cannon, then there is a hero side arc that is reflective of what the villain did. You don't NEED the villain to be part of the arc, with correct writing, just that the heroes deal with the fallout of said villain arc. Say the villain wants to break someone out of the Zig for one reason or another and that is the red side story arc. Then the heroes have a corresponding blue side arc that gives you the premise that, "a villain has caused an outbreak at Zig, we need you to quash the riot and bring back some of the criminals who escaped."
2. Giving villains rewards for completing certain TFs is great and should be expanded to story arcs as well. Why not have a story arc about building an awesome weapon of mass destruction, then at the end you get a one time temp power nuke similar to the Warburg ones or something of that nature? Yeah it rewards red side over blue side but there is no reason that BOTH sides can't get things like this. But it certainly gives you the feeling of villainy to actually see results from your plans, even if it is just temporary.
Those two things alone would go WORLDS towards making red side content more villainous and less mercenary hero. See, everyone in this topic seems to have this idea that all villains want to destroy the world or save it, why can't most villains do what most villains in comics do and take advantage of the heroes being distracted by a greater threat to enact their own plans? Even if it IS foolish for the villains to assume the heroes can stop the world ending entity, that is what villains DO. It doesn't have to assume that all of our villains have this sense of right and wrong that fits with the heroes. I understand that co-op content gives most bang for the buck but if that is the case then just open up ALL zones to both sides and stop pushing villains aside.
No relation to Arachnos!
Part Pack: Now the majority of players know how we, PvPers, have felt for years now. Don't want to be so "civil" now that you have been completly ignored, do you?
I submit that a human player playing a villain ought to be able to "win" at least once in a while, otherwise what's the point?