*spoilers* The Freedom Phalanx are incompetent!
We get all of the payoff, the climaxes of the story with none of the buildup of suspense that normally precedes any of them.
That's the biggest problem I have with people who say "Oh, just shut up and suspend your disbelief already!" We're not talking about suspension of belief, we're talking about story-telling... As it stands, we have to imagine all of the substance of the story, ourselves. When we are left with that, we're left with 10,000 different versions of the story and a lot of hand-waving. |
The lack of exposition is the most glaring flaw in the SSAs for sure. Had there been more exposition, it may have cured any number of the other problems.
"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."
I don't think so. There are major implications if Recluse dies. For example Ghost Widow. Her spirit is bound to the Arachnos organinzation as whole, if Arachnos dies which very well could if Recluse dies, she dies. Scirocco, was not always evil might shift alignment. Then imagine Grandville without Recluse. It's like Apokolips without Darkseid. Grandville would be a site of civil war, certainly between Mako and Black Scorpion who despise one another. Sure, maybe The Weaver returns...who knows. You really NEED Recluse there just keep Grandville civil...ish.
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We get all of the payoff, the climaxes of the story with none of the buildup of suspense that normally precedes any of them.
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For years I've been trying to point to exactly this problem, and the SSAs aren't the first piece of problematic content, they're just the most obvious ones. People occasionally tell me that they don't like large missions, that they don't like long story arcs and so forth, but... That's just what it takes to have at least some semblance of build-up. I'm not even talking about a three-act structure (which the SSAs don't have). I'm just talking about something as simple as juxtaposition.
When the story is all action and drama all the time, then it dulls our senses and robs the action and drama of their impact. Like addicts developing immunity, we're simply no longer phased by the story tripping over its own feet in a mad dash to get all the climaxes out of the way like its husband just called that he's coming home early tonight and it's eager to finish and kick us out the back door in our undies. You need to have a story which hits fast points and slow points intermittently, because the big action set-pieces and dramatic reveals are that much more impactful when we have something to compare them to.
I hate to do this to whoever writing these stories, but the breakneck pace and small number of missions is starting to make the game's storytelling feel a lot like a Michael Bay movie - all explosions all the time, with characters we're supposed to care about because they have a film crew following them around just off-screen. You can't ramp up if you start at full throttle. There's nowhere left to go but into total absurdity or even outright parody, and the game strays boldly into both without actually meaning to far too often.
My first reaction to the SSAs was "They're nice, but three missions are not worth $10." And they're not, that's the basic fact. Story development is REALLY falling into the WW2 German War Industry trap of wasting SO much resources on every single unit that they never make enough of anything, whereas their competitors simply churn out inordinate amounts of much cheaper, much more plentiful stuff and bum-rush them out of the scene.
At some point, the mission designers need to stop think about what they're doing. Is it really worth it to have a custom map, custom enemies, custom cutscenes, custom scripting and custom dialogue in EVERY SINGLE MISSION? Is it worth it, really, if that means we don't get more than three missions per few months? Once upon a time Paragon Studios explained that they can't make every mission custom. It was simply not feasible if they wanted to provide a meaningful level of extra content. That's why they used pre-fabricated semi-random tilesets. That's why they had so many missions be essentially "Defeat such-and-such and his guards." And I bought it. I understood what it took to give us a decent amount of content, and I was OK with it.
Since 2004, I've been asking the same question: What's wrong with giving a whole ton of very basic missions with a very simple plot? A Family snitch has come forward, but the Family want him dead. Go rescue him. Zombies dragged some poor woman's kid in the sewers. Go get him back. The Council is developing a new weapon of mass destruction. Go stop them. Nemesis may have started using magic. Go find out what that's about. I can put together 10 of these in my lunch break, because there isn't all that much that needs to be done. Pick a map, pick an enemy group, put in an objective or two, then spend five minutes to think up a basic story behind it and you're done.
Ever since the Architect came out, storytelling went to hell in a handbasket. I don't know if it's the mission design team trying to outdo the players (bad idea, there are thousands of us), I don't know if Paragon Studios actually hired players who made Architect arcs (and would make the same mistakes in regular content as they did in their fan work) or what, but this insane complexity in mission design has to stop, or at least be toned down. I didn't buy this game to watch a movie. I was under the impression that I bought a sandbox RPG, presumably one where I'm supposed to make at least part of my own fun. I don't need to be led by the nose constantly, and hurried through half-baked story arcs because the mission designers took so long populating a map with fires that they didn't have time to make more missions.
The SSAs suffer for their unnecessary complexity, and they suffer greatly. They almost completely shun traditional methods of storytelling, like clues and briefings, in order to abuse every "new" system to cram as much unnecessary detail into every event that I get tired just trying to get through a mission. Give your story some elbow room, and maybe we won't have to trip over each other trying to tell the other 3/4 you had to cut!
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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Thank you for this thread Sam.
I came in late so I'm not going to go through and respond to everyone who has made points that other people have already responded to.
But no, the Freedom Phalanx-haters are not getting what they want here. Does anyone honestly believe that after this conga line of incompetence, bickering, and childishness the Phalanx will disband? Or step down as "the City's premier supergroup?" Admit their time is past? Or be in any way held accountable?
No, I fully believe that we will still be told these are the people new heroes should be looking up to. We're not being turned into the main protagonists here, we're now secondary characters in a game of idiot-ball hot potato. These arcs aren't Player hero vs NPC villain or Player villain vs NPC hero, they're entirely Darrin Wade vs. Freedom Phalanx. It's like playing a tabletop game where the GM has a million NPCs who advance the plot while the PCs are only relevant when it's time to break out the dice.
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
Re: Manticore is an emotionless jerkhead.
I've been mulling over this for a few days, and I can only come to a single conclusion for his characterization throughout WWD: Manticore is dead/captured and Chimera has been wearing his colors for a while now. Why doesn't he show concern for Psyche? She's not his wife. Why doesn't he use Wyvern? They would probably figure it out. Also answers the question of where that particular character has been throughout the Incarnate storyline.
/baseless speculation
Thank you for this thread Sam.
I came in late so I'm not going to go through and respond to everyone who has made points that other people have already responded to. But no, the Freedom Phalanx-haters are not getting what they want here. Does anyone honestly believe that after this conga line of incompetence, bickering, and childishness the Phalanx will disband? Or step down as "the City's premier supergroup?" Admit their time is past? Or be in any way held accountable? No, I fully believe that we will still be told these are the people new heroes should be looking up to. We're not being turned into the main protagonists here, we're now secondary characters in a game of idiot-ball hot potato. These arcs aren't Player hero vs NPC villain or Player villain vs NPC hero, they're entirely Darrin Wade vs. Freedom Phalanx. It's like playing a tabletop game where the GM has a million NPCs who advance the plot while the PCs are only relevant when it's time to break out the dice. |
I think the arc (hero side) sets up for the passing of the torch. Freedom Phalanx doesn't look like will hold up for the long haul whether you want to call it incompetence, or genuine human mistakes.
That's part of the problem, Tenzhi. I never cared about the Freedom Phalanx as people before, because we were never given a chance to know them as people. And no, I didn't read the books or the comics. I'm going off of what's in-game.
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In my previous post I said that there's a lot of reference to the novels, and there were probably things that are going on in the Dev's (and Aeon, the storyteller in this case I believe) minds that aren't readily apparent to us players in the SSA's. They're only 3 missions long each, and they're trying to tell a complex story in a VERY short ammount of time.
A lot of the story here is based off the two novels that were made about the game. There's elements of character I had drawn conclusions from because I knew them from before. Thinking back, I do recall explaining stuff to my SG as I ran it with them (I read the mission text and stuff 'cause my wife and a couple others in the SG like when I 'do the voices' for TF's and stuff so they can all hear the story). By virtue of that, I'm probably more inclined to try and understand and/or forgive why the characters took the actions/choices they did.
However, this is another grave error in this mission arc, and a big oversight in the game itself. Any other writing errors for this aside, folks shouldn't have to do "homework" to get that depth from a story being told. In that respect (and I'd have to play it over again with that in mind, ignoring all the lore I know, to be sure) the SSA's fail because, on their own merit they don't give you time or do things to make you care about the characters. It works better (I think) if you go in giving a damn and understand them a bit to begin with.
There's lore and stories out there for folks to get aquanted with them, but not really in-game, and since that's where the players are, it REALLY needs to be built into the game itself, not in a couple of old novels that you won't find in most bookstores nowadays, assuming you know they even exist to look for them.
They've started incorporating them in game as more than standees to dispence Task Forces, like with Manticore and the shining stars, but that's just a tiny start, and far too little, far too late for this set of SSA's.
**the next paragraph contains tip mission spoilers- if you don't want to read them go to the closing paragraph- Thank you!**
Though as an aside, I hope if they do incorporate them more into the game, they write them well... Most of the side hero and rogues gallery folks (like Flambeaux, Doc Quantum, Ms. Thistle, etc) should all probably be locked away and have the key thrown away if you follow their exploits in the tip missions as you level. They all undergo radically alignment shifts or just do really dumb things. I understand they're also kind of representative of the Hero/Vigilante/Rogue/Villain system, but still... they're really messed up based on their stories as you level through the tip system. There really does need to be more stable characters throughout the game as we level, hero and villain alike. To this day, I still can't buy FrostFire becoming a hero (like in the "Ms. Thistle's Plea" top level Hero Alignment Mission) or worse, that he's going to became a prominent player, and even premire savior in the future of the game (like in the "My Other Selves" top level Villain Morality mission).
**end spoilers**
For all my personal beefs with Arachnos, they're villains I can see as villains worthy of the name. We need heroes that can do the same. That's one of the main reasons I've wanted to see Hero Patron arcs. We learn so much about the villains in theirs, and so there's more connection to them from players... in more than just powers the players can choose from.
"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.
"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.
My biggest critique of the story is that it's too rushed. That may sound like a "You've got to be kidding me" thing to say about a story that's progressing at one chapter a month, but the frequency of publication is not really the problem.
It's that the story is all payoff and no buildup. The biggest culprit is Statesman's final thoughts. Maybe they WOULD be sweet and tender and tear-jerking, except that we never actually have any build-up where we get to know Statesman well enough to appreciate that he feels responsible for the entire world as if only he can save it. We never see that he goes off alone to find and face Wade because of his fear that whatever enemy would purposely bait him like that is one that might put the entire Phalanx at risk. We don't see any of the planning and manipulation with a mysterious hand behind events that leaves us wondering what is about to happen and who is behind it. (Maybe more accurate to say that we don't get enough of it.) We don't see Alexis Cole-Duncan meeting with the Phalanx and/or the FBSA and acknowledging the danger but choosing to walk into it anyway because the potential reward is worth the risk. Basically, all of that "stuff" that people keep inventing to explain why the story has progressed this way when people complain about the holes. We get all of the payoff, the climaxes of the story with none of the buildup of suspense that normally precedes any of them. That's the biggest problem I have with people who say "Oh, just shut up and suspend your disbelief already!" We're not talking about suspension of belief, we're talking about story-telling. In an ideal world, this story would have weekly episodes and episode 1 of "Who will die?" would have been the climax of the whole first arc. Statesman's death would be the climax of arc 2. The rise of Godlike Wade would be arc 3. Throughout all of it, we would be seeing the whole story and getting the buildup of suspense that would fill the holes, show us the motivations, give us a reason to "suspend disbelief", show us some kind of growth or at least expansion of the characters involved. As it stands, we have to imagine all of the substance of the story, ourselves. When we are left with that, we're left with 10,000 different versions of the story and a lot of hand-waving. The Phalanx appears incompetent because there isn't any story to justify why any of the events are happening. We just get a lot of Kodak moments. "We'll have a battle of law vs chaos by having you fight Manticore!" "We'll have you fight inside of Sister Psyche's mind! Cool!" "We'll have you 'investigate' Wade's lair!" "We'll have you see Statesman's last thoughts!" It's just one event after another instead of a cohesive narrative, IMO. Maybe that's the most they had time for. If so, I hope that they take that lesson away from this experience and spend the time and resources to really make the next SSA be something completely fleshed out and worth experiencing as a story. |
I agree with you. It needed more time and inventment into forming the relationships with the player nescesary to give the proper... gravitas... to the story they wanted it to have.
"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.
Basically, all of that "stuff" that people keep inventing to explain why the story has progressed this way when people complain about the holes. We get all of the payoff, the climaxes of the story with none of the buildup of suspense that normally precedes any of them.
That's the biggest problem I have with people who say "Oh, just shut up and suspend your disbelief already!" We're not talking about suspension of belief, we're talking about story-telling. In an ideal world, this story would have weekly episodes and episode 1 of "Who will die?" would have been the climax of the whole first arc. Statesman's death would be the climax of arc 2. The rise of Godlike Wade would be arc 3. Throughout all of it, we would be seeing the whole story and getting the buildup of suspense that would fill the holes, show us the motivations, give us a reason to "suspend disbelief", show us some kind of growth or at least expansion of the characters involved. As it stands, we have to imagine all of the substance of the story, ourselves. When we are left with that, we're left with 10,000 different versions of the story and a lot of hand-waving. The Phalanx appears incompetent because there isn't any story to justify why any of the events are happening. We just get a lot of Kodak moments. "We'll have a battle of law vs chaos by having you fight Manticore!" "We'll have you fight inside of Sister Psyche's mind! Cool!" "We'll have you 'investigate' Wade's lair!" "We'll have you see Statesman's last thoughts!" It's just one event after another instead of a cohesive narrative, IMO. Maybe that's the most they had time for. If so, I hope that they take that lesson away from this experience and spend the time and resources to really make the next SSA be something completely fleshed out and worth experiencing as a story. |
A more likely solution would be weekly dev publications that do this *outside* of the game so that they may leave the meat of the game (combat...characters can't DO anything else in the game but take action. They cannot negotiate, find clues, crack codes, track suspects, build solutions, etc. because STILL people will complain "My character wouldn't negotiate", "My character can't talk", "My character doesn't build technology") *inside* of the game.
Exposition is lovely...when you don't have 7 other people breathing down your neck because they've done the arc 15 times already. Your solution seems to fail to take that into account.
The thing is, to actually fix the problem would reqire a total overhaul of all the missions and stories over the levels (or at least add a whole slew of new ones) to incorporate the system that would make it workable.
The relationships that would be built up over levels based on the 'guest appearance' of this NPC or that (which to be fair, they're starting to try and implement) would give the players more information, and background, on the characters they're working with- so that when they do story arcs like these, the rapid changes make more sense based on where they are in the framework of the timeline (assuming levels=time) giving more clues, and queues, on what to expect for characters.
I'm going to pull some things out of the air and let's say SSA episode 4 happens to occur shortly after the assumed 'timeline' of Issue-6 (Along Came A Spider) when it's revealed in the comics that Recluse has weakened the heroes of Paragon using their own War Walls against them. These new Story Arcs in the 25-30 range (since SSA-4 is at level 30-35, and we'll use that as the first benchmarker to base all previous and future 'history' off of) introduce the Rogue Isles and Recluse to the heroes, letting them know that something is going on and Statesman's old foe has big plans for Paragon.
In game terms, ED and I-6 made big changes to characters, reducing a lot of how damage, resistance and defense... well anything really... worked. They were making a comic series at the time and tried to explain it as a bold move by Recluse to use the War-Walls themsevels to magically weaken the Heroes of Paragon... in the comics. During that time, a weakend Sister Psyche could barely hold on to that little bit of Shalice Tillman inside her struggling to get out. In fact, the comic opened with her just holding on to her sanity. What if, through normal story arcs in the 25-30 range, it's revealed that Sister Psyche is having problems... maybe even give an arc attempting to help her (even one doing so- this would also give precidence to her trusting 'you' in that mental asylum Malaise put her in during the story).
Then in the 30-35 range, the SSA has her assaulted by Malaise. She's recently (assuming a few months to a year later time-wise) has only just managed to bottle up that part of Shalice in her brain that she feels like she can safely choose to tie her life to another (marry Manticore), then all this happens. (Coincidentally, that'd explain why the Sister Psyche TF ends at 25-since she's dealing with her 'inner Shalice problems, and the Manticore TF is 30-35 since he just got married, and needs help covering things he'd rather do himself, but is learning to open up)
That makes the events make more sense, right? I really think somewhere that's the kinds of events the Dev's see tying together. The problem is, there's no single source to tie it all together in the way the Dev's see it. There's the game, the comics, the novels... and then there's the big story bible that only the Dev's themselves have access to. Most players who are familiar with only the game have no clue.
The Oroborus arc that covers it is too... sideways to tie it together. They need to make it part of Canon so that it would make sense compared to everything else, and add the player to it, tying them into the story so they actually care what happens to these people. The Oroborous arc is just basically "Don't let them screw it up and make sure it happens the ways it's supposed to" so we can experience the comic... That's not the same thing.
EDIT: Basically, it needs to be done over the course of a character's carreer. At least one line of story arcs around the Phalanx from 1-50 (starting with the Shining Stars and ending with a Hero Patron arc). Exposition only goes so far, but when done over the course of a character's timeline it's a different story. For those that choose to powerlevel past it, it wouldn't mean anything to them anyway. For those that want the story... it means a LOT more.
Also, if I just helped the Dev's answer questions they hadn't thought about, I want the Bug Hunter badge. Better yet, I want it if I got it right. Either way you win, and I get a spiffy badge
"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.
Exposition is lovely...when you don't have 7 other people breathing down your neck because they've done the arc 15 times already. Your solution seems to fail to take that into account.
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I'm not requiring that every chapter be two hours to play through, either. In fact, if they were progressing weekly instead of monthly then they wouldn't need to be any longer than they already are, and you'd still get four times the story, at least by my math.
Oh, also, if what I said was a good estimation; Statesman wasn't killed in SSA-5. He was weakened and kidnapped by Emperor Cole.
And that is the end of my show. Donk.
"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.
At some point, the mission designers need to stop think about what they're doing. Is it really worth it to have a custom map, custom enemies, custom cutscenes, custom scripting and custom dialogue in EVERY SINGLE MISSION? Is it worth it, really, if that means we don't get more than three missions per few months? Once upon a time Paragon Studios explained that they can't make every mission custom. It was simply not feasible if they wanted to provide a meaningful level of extra content. That's why they used pre-fabricated semi-random tilesets. That's why they had so many missions be essentially "Defeat such-and-such and his guards." And I bought it. I understood what it took to give us a decent amount of content, and I was OK with it.
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I'm at least inclined to assume the former.
"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.
A lot of the story here is based off the two novels that were made about the game. There's elements of character I had drawn conclusions from because I knew them from before. Thinking back, I do recall explaining stuff to my SG as I ran it with them (I read the mission text and stuff 'cause my wife and a couple others in the SG like when I 'do the voices' for TF's and stuff so they can all hear the story). By virtue of that, I'm probably more inclined to try and understand and/or forgive why the characters took the actions/choices they did.
However, this is another grave error in this mission arc, and a big oversight in the game itself. Any other writing errors for this aside, folks shouldn't have to do "homework" to get that depth from a story being told. In that respect (and I'd have to play it over again with that in mind, ignoring all the lore I know, to be sure) the SSA's fail because, on their own merit they don't give you time or do things to make you care about the characters. It works better (I think) if you go in giving a damn and understand them a bit to begin with. There's lore and stories out there for folks to get aquanted with them, but not really in-game, and since that's where the players are, it REALLY needs to be built into the game itself, not in a couple of old novels that you won't find in most bookstores nowadays, assuming you know they even exist to look for them. They've started incorporating them in game as more than standees to dispence Task Forces, like with Manticore and the shining stars, but that's just a tiny start, and far too little, far too late for this set of SSA's. |
As a specific example, Prometheus casually mentions that, surely, by now I must know that Statesman is an Incarnate of Zeus, and Recluse is an Incarnate of Tartarus.
Well yeah. I knew that. I read it in the second novel. But I don't think my characters ever actually heard that anywhere in-game before.
Similarly, the business about the Well showed up a little quickly. For such a pertinent plot device, and to tie it so closely to our characters, I don't think it got as much allusion and reference leading up to the endgame as it should have been given. The player was never made to ask 'what does make super powers possible?' except possibly during the Origins of Power stuff (which I've already stated could have been worked on a bit more carefully.) Again, I had some idea what woke super powers back up in the world, because I read the first novel. But my characters didn't.
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.)
I've noticed an emerging tendency for the writing to refer to matters not previously discussed in-game. If we're to believe that there's a story being told here through the actions of the player/character, then at some point every one of them, new or old, needs to have been given the opportunity to access the parts of the story beforehand that will serve as the foundation for later parts of the story, if those parts become pertinent. Information from the novels or even from the boards...not everyone's going to know about that stuff, and I don't think it's a good idea to leave too many people in the dark.
As a specific example, Prometheus casually mentions that, surely, by now I must know that Statesman is an Incarnate of Zeus, and Recluse is an Incarnate of Tartarus. Well yeah. I knew that. I read it in the second novel. But I don't think my characters ever actually heard that anywhere in-game before. Similarly, the business about the Well showed up a little quickly. For such a pertinent plot device, and to tie it so closely to our characters, I don't think it got as much allusion and reference leading up to the endgame as it should have been given. The player was never made to ask 'what does make super powers possible?' except possibly during the Origins of Power stuff (which I've already stated could have been worked on a bit more carefully.) Again, I had some idea what woke super powers back up in the world, because I read the first novel. But my characters didn't. |
Only in-game has The Well been referenced to being, in any way, conscious. I don't think at its inception (recalling everything I remember Jack teasing at, and anyone else before or after that mentioning) implied that The Well was sentient. If I had to guess, it was a 'later' development that they're now using Prometheus to explain. However, Prometheus being a Titan that was overthrown by 'the gods' like Zeus and Tartarus, they at least did their homework about Greek myth to try and change it, which might make it palatable depending on how it plays out.
All that aside, your point still stands. Outside of a possible load screen tip and something that might be mentioned in an Oroborous arc, how are we to understand Stateman and Recluse's ties to ancient myth? That's the connection I was mentioning and defending earlier, but have since decided is the core issue. If someone who is loyal to the game and has done everything they can in it still feels clueless without needing to turn to a dubiously available external source they may or may not even be aware of, then there's a grave error being made.
"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.
Oddly, after reading Samuel Tow's well-reasoned dissection of the thing, I find myself liking the SSAs more. I've always had a healthy disdain for signature characters, their unimaginative concepts, their poorly designed costumes, and their privileged position within the lore "just because". Now things are finally changing: the Freedom Phalanx are incompetent and Arachnos seems more irrelevant than ever. It's the dawn of a new age where players are the real heroes and villains, not some developer's pet character. If this is the direction the game's going in, then I'm pretty eager to see what's happening next. Rock on Paragon Studios!
There's lore and stories out there for folks to get aquanted with them, but not really in-game, and since that's where the players are, it REALLY needs to be built into the game itself, not in a couple of old novels that you won't find in most bookstores nowadays, assuming you know they even exist to look for them.
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Basically, if you have a reason to believe your viewers might not have a firm grasp on the complexities of your story because they haven't read the source of your inspiration, then you HAVE to include that into the story. If you can't manage to do all that in three missions, then make more than three missions. If you can't afford to make custom maps for more than three missions, then... Don't make custom maps for more than three missions! Hell, don't make custom maps for more than one, frankly. If you can't afford to make more than three missions so complex and heavy on scripting, then don't. It's not necessary that every missions be fiendishly complex or have some sort of gimmick.
It makes me feel sorry to say this, but the SSAs honestly come off a lot like The Last Airbender movie. They're almost all exposition trying to explain why things are happening and why we should care. Every character exists solely to deliver narrative and move the plot forward, every scene feels rushed, plot points are brought up and immediately resolved. And all of this because the movie tries to condense the entire first season of a show - 26 30-minute episodes - into a 90 minute movie while still hitting all the major points, having the full body of plot and replicating all the characters while stating their personalities and motivations in plain explanation.
The result is a hot mess that an uneducated viewer would be hopelessly lost in, and one familiar with the source material will be left to backtrack and piece together why that was a good idea in the first place. You can't bring up plot points in the same scene where they become relevant. You need to establish these things. Obviously, establishing "these things" take screen time, and the SSAs have precious little of that. You can't just tell me a person is sad, angry or stricken with grief, ESPECIALLY if I don't actually see this person anywhere in the story which is telling me this. You need to give me some context, establish this person's emotions, give them screen time to develop. The SSAs feel like they're trying to retell a novel in the space of a newspaper ad.
Actually, this is the "we need more bio space" problem all over again. Verbose people like myself end up with longwinded stories for their characters spanning many different chapters, involving many other characters and many complex turns of events. Condensing this down to 1024 symbols is impossible if you try to keep every plot point in, lest you end up with a bullet list of "This happened, then this happened, then this happened..." like I'm reading the Dr. Quaterfield TF Souvenir. The only way to have some semblance of style in that description is to leave out the information that can't fit so there's room to say actually talk about the things you left in.
The SSAs really do feel like someone tried to cram a full 15-mission story arc into each 3-mission SSA and still tried to keep all the plot points in, so we spend most of our time having the plot and people's characters explained to us via exposition, or at best depicted by VERY brief character moments. I would gladly pay for longer story arcs that had room to actually tell a story, even if they don't have custom lava in all of them.
Most of the side hero and rogues gallery folks (like Flambeaux, Doc Quantum, Ms. Thistle, etc) should all probably be locked away and have the key thrown away if you follow their exploits in the tip missions as you level. They all undergo radically alignment shifts or just do really dumb things. I understand they're also kind of representative of the Hero/Vigilante/Rogue/Villain system, but still... they're really messed up based on their stories as you level through the tip system. There really does need to be more stable characters throughout the game as we level, hero and villain alike.
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For one, these characters are never established. They're just some random people who show up to stop or help a bank robbery, and yet all of a sudden I'm supposed to care about them? O noes! Miss Shock is convinced that Mangle isn't evil, just misunderstood! Who the **** is Miss Shock? Have I seen her before? And who's Mangle? That one guy I broke out of jail in that one Mayhem mission I no longer remember doing? And I'm supposed to care about his redemption based on the words of someone that feels like I'm meeting for the first place? Or... Did I meet her before? Wasn't she the one that one villain of mine stole his cape that he never wore from?
The Tip mission characters feel like I joke I don't get because I's based on a reference I don't understand. These characters are treated like they're supposed to be at least somewhat famous, like we're supposed to know about them, but they're never established and they change so rapidly I can never remember if they're supposed to be heroes or villains in any particular tip. At one point, I thought I'd gotten used to Doc Quantum being a bad guy, since he shows up in so many missions. Then I ran a Mayhem mission with a villain of mine and Doc Quantum showed up to stop me. Huh? Is he a hero in this? Is that before he turned villain or... What the hell is going on?
I agree with your assertion wholeheartedly - we need a stable, static background against which we can develop our own identity. We need villains we can know, and we need heroes we can admire. We NEED this persistent, consistent world to give context to the stories told in it. When nothing is true and everything is permitted, then there's nothing to get invested into in the actual world. There's nothing to care about. I wanted my stories to be about my characters, yes. But I didn't want this to happen at the expense of robbing the world of its own story.
The relationships that would be built up over levels based on the 'guest appearance' of this NPC or that (which to be fair, they're starting to try and implement) would give the players more information, and background, on the characters they're working with- so that when they do story arcs like these, the rapid changes make more sense based on where they are in the framework of the timeline (assuming levels=time) giving more clues, and queues, on what to expect for characters.
Basically, it needs to be done over the course of a character's carreer. At least one line of story arcs around the Phalanx from 1-50 (starting with the Shining Stars and ending with a Hero Patron arc). Exposition only goes so far, but when done over the course of a character's timeline it's a different story. For those that choose to powerlevel past it, it wouldn't mean anything to them anyway. For those that want the story... it means a LOT more. |
The Phalanx, by contrast, don't have even that. The sum total of their characterisation up until the upper 40s is "they exist." The one run-in I've had with Miss Liberty where she isn't regurgitating form letter trainer dialogue made her sound like a pleasant, cheerful, nice person, though maybe that's just me being quick to judge. But that's it. I'm not sure I've heard the Back Alley Brawler utter a single word, and most of the old signature TFs suffer from the pre-Launch problem of impersonal writing, so they don't really send their personalities across with their mission briefings. Like every other Launch contact, they're an extension of the Mission Terminal structure Cryptic were originally going to go with.
In short, I have no reason to care about these people, because I don't know them. Even if we ignore that the only opportunities to get to know them come in the form of forced teaming, they aren't very good, either.
Manticore showing up to "help" the Shining Stars is an obvious exception, of course, as that does involve him in the story, but it involves him in a really disheartening way. It shows him to be an *******, a control freak AND it shows up the player in the worst possible way. Aside from that one off-hand conversation with Ms. Liberty, this is our first introduction to the Phalanx, and it's in the form of a jackass who sends armed thugs to shoot at people as a "test." And then he's smug about it. AND THEN we're supposed to feel honoured to have been graced with his presence and money. I know it's supposed to be an honour, but it comes off like King Jaffe Joffer offering Cleo McDowell money in return for the honour of his daughter in Coming to America. It's more insulting and patronising than it is endearing.
You know what I'd love to see? An open discussion with the Statesman on broad subject philosophy. Or maybe a conversation with Positron on technology's effects on mankind. Or maybe a basic chat with Synapse on the finer points of hitting on hot chicks. Anything which shows me what these people's dreams and aspirations are, anything which shows me what they think about when they're not fighting crime, anything which shows me the person behind the mask. Even if the person behind the mask is the same as the mask itself.
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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Ol' Doc Aeon may not have had a choice about how many missions/chapters he could fit the story in, and is doing the best he can.
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Look at it this way - you don't need EVERY mission to be special. When everything is highly-complex climax, then those climaxes start to lose their specialness.
Oddly, after reading Samuel Tow's well-reasoned dissection of the thing, I find myself liking the SSAs more. I've always had a healthy disdain for signature characters, their unimaginative concepts, their poorly designed costumes, and their privileged position within the lore "just because". Now things are finally changing: the Freedom Phalanx are incompetent and Arachnos seems more irrelevant than ever. It's the dawn of a new age where players are the real heroes and villains, not some developer's pet character. If this is the direction the game's going in, then I'm pretty eager to see what's happening next. Rock on Paragon Studios!
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Much like there's no honour in fighting level 1 Hellions when you're level 50, so there's no honour in surpassing people who are not worth looking up to. If these guys are not built up to be worth my respect and admiration, then the act of surpassing them has no meaning. It is an empty gesture of pandering to my most basic emotions, and it's really just missing the point.
I never hated the Phalanx. I admired them BECAUSE they deserved their position by right. I wanted to become what they represented, myself. To me, dragging your idol through the mud so he sucks like you do is the exact antithesis of having an idol to begin with.
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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Mmmmmmultipost!
It occurs to me that I may have come across as greatly dismissive in my previous post. I know, right? Anyway, I wanted to clear a few things up:
I'm not trying to say that effectively destroying the Freedom Phalanx is not a legitimate way to put player characters over. Again - the sole competent person syndrome. I can see that. My whole point was that I believe that kind of angle can be told WITHOUT having to resort to that. Making the signature characters look bad so we can look good by comparison is easy. Within the written story, the writer is god, and if god wills it, even the best can suck.
To ME, though, this is the road too easy. To me, that's a missed opportunity. It makes my accomplishment feel lesser, and it makes me feel like I have training wheels on because I'm the only one not tripping over my own feet. More than anything, it feels to me like someone took the easy route to pandering to the players, when that someone could have done the hard thing and written a story that manages to praise players without sullying the signature characters. No, it's not easy to make everyone look good AND make players look better. Of course it isn't. If it were easy, it wouldn't be a paying job.
Obviously, there's the argument that some didn't just want to be better than the Phalanx, but specifically wanted to see the Phalanx go down in flames. This is where I, personally, draw the line and disagree vehemently. This kind of negativity stands to ruin my entertainment. Wanting to see the Phalanx suffer even though they've done nothing wrong, essentially, just because they're better than us and "don't deserve it" strikes me as malicious, petty and jealous.
Again - I'm talking about this from a hero-side perspective only. The villain-side issue is entirely inapplicable here. But from a hero's perspective, I firmly believe that we should be trying to better ourselves, not diminish others. I firmly believe, as well, that the story should be geared towards bettering us in a progressive fashion while the world's canon NPCs remain at a static level of power and authority. And I firmly believe that a game which proudly embraces a story based on the complete opposite is a game that I do not wish to play or support.
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 wonder how boring that'd be, how loud people will whine they can't skip over cutscenes to get to their farmed rewards,
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how annoyed people will get that dialog scrolls too fast between NPCs |
and how many threads will be made explaining how much of this a waste because people just speed run it anyway. |
Exposition is lovely...when you don't have 7 other people breathing down your neck because they've done the arc 15 times already. Your solution seems to fail to take that into account. |
So management says they can only spare the resources to customise three maps. OK, roll with it, use the three maps in question, then add three more missions that use generic maps and write your needlessly complex scripts into those.
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For that matter, you don't need a needlessly complex script for every encounter either. Whatever happened to the bad guy gloating about his evil plan while you fight him, then swearing vengeance as he drops? Pull the blueprints to his death ray off his corpse, describe it in a clue, get on with the mission.
At least with the Dark Astoria arcs, I have hope that they've figured out how to strike the right balance of exposition and action, scripting and straightforward fights, special maps and reskinned offices. Then again, the 1-20 Preatorian content also gets it right, so I fear the sparing use of special shinies may be due strictly to time constraints and if they could they'd make every arc a jumble of complex scripting, backtracking, and walls of text.
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
First off, to get the basics out of the way.
I want to skip over cutscenes to get to more stuff to kill.
Nothing plot-crucial should ever be contained entirely in NPC dialogue. |
As for a more thorough reply:
For that matter, you don't need a needlessly complex script for every encounter either. Whatever happened to the bad guy gloating about his evil plan while you fight him, then swearing vengeance as he drops? Pull the blueprints to his death ray off his corpse, describe it in a clue, get on with the mission.
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Briefings, debriefings and clues are an excellent device for delivering exactly the kind of narrative that's conducive to being enjoyed by those who care and skipped by those who don't. Unlike captions and NPC dialogue, clues and briefings can be read at the player's leisure, so a player who doesn't read fast enough (like me) can delay reading until there's enoigh time to get into it. Unlike cutscenes and dialogue trees, a player doesn't need to read a single world from clues and briefings, aside from the ones coloured orange to indicate a timer or another catch, so a player who doesn't care or already knows this stuff can skip it.
The reason I say this is because arcs ARE enjoyed on both levels. When an arc first comes up and no-one has played it, people who care about the story will run it for the story. It is vital that on this first paly-through, the arc delivers a solid enough story to engage, inspire and impress. That's the story play-through. However, when the arc ages and people run it multiple times over, the "spark" in the story wears off, and even I'm tempted to just just click the text boxes close, because I already know this stuff. I like the action, I like the enemies, and I just want to keep moving forward and punching dudes in the face. That's the "just kill stuff" bit.
City of Heroes is not a movie nor a comic book. It is a game, and one based on replayability, too. Its storytelling needs to be paced like a game's story. If it's not, then said story grows really old really fast. People often tell me that I think too hard and I should lighten up, but what choice do I have? When I run the same damn story for the fifteenth time, how can I NOT over-analyse it? How can I not but see all the minor, niggling flaws? And I'm not the only one replaying past content. The game is DESIGNED around it. Content should be built, then, with that expectation in mind.
Ask not what people will think of your story the first time they play it. Ask what they'll think the tenth, twentieth, thirtieth time. Because that's the kind of game you've made.
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've had a lot of mean things to say about the SSAs since SSA3, but I figured that since they're obviously going to have such a prominent place in City of Heroes lore (and since I cooled off a bit), I might as well run them just so I know what they're about. To my surprise, the stores themselves aren't that bad, but the characters... Dear Lord the characters!
The Freedom Phalanx are incompetent and more than that, they're horrible people! Manticore is probably the worst. We now know that the Statesman is the one who dies, bit if we had to ask WHY, it's all because Manticore is failure and a jerk. This is the most evident when he's seen speaking with Ms. Liberty in the Malaise interrogation mission, where he acts like an insensitive *******, suggesting that Alexis' death was "just a mistake" to her still-grieving daughter. Dude, Liberty just lost her mother. Show some respect and sympathy. Or, failing that, get your priorities straight. You want to get in on the interrogation. If you're rude to Liberty... SHE WON'T LET YOU! Be nice to her, apologise, promise to make up for it, then when she lets you in to see Malaise, shoot him in the head. You fail both as a friend AND as a meta-human! And then when the Dirge of Chaos starts playing, making Longbow agents kill each other and putting Psyche and Aurora in extreme danger, Manticore shows up to kill Malaise anyway - WITH COPS TO HELP HIM - and says the dumbest thing I've ever heard coming out of a character. "The Dirge of Chaos wasn't my doing, but it makes my plan easier." What was your plan, Manticore? Get your wife possessed and killed. Weren't you the one shedding crocodile tears about how you had to be there to protect her? Now you come back, the base is on full alert, bodies litter the floors and your first reaction is to go "Yes, now I don't have to explain why I attacked the base!" Did it not occur to you that YOUR WIFE might be in mortal danger, and that you should maybe go help her? Nope. Longbow are killing each other, and that's gooood. Insensitive, incompetent ***. And, really, if you wanted Malaise dead, why not just shoot him at Blitz's place? You had your chance. He was alone, unguarded, he attacked you. You had every opportunity to shoot an arrow through his head. You've shot your friends in the back and kidnapped your own wife. What did you think was going to happen? Who did you think was going to interrogate Malaise, the powerful psychic if NOT your wife, the other powerful psychic? Why arrest him, send him to your wife AND THEN break into a secure facility to kill him? You idiot? And the Statesman's not far behind. I get that he's become infamous for having blamed Ms. Liberty for Alexis' death, the dick, but let's talk about that some more. Why ARE you blaming Liberty, States? Because she hoped Malaise could be saved? That was all Sister Psyche's idea. She was the one who stood up for him and defended him and so on, which is right out of her line at the end of that same arc. Far as I could tell, Liberty merely supported her friend, both out of hope and because she thought Psyche knew what she was doing. What did you expect her to do, States? Punch Sister Psyche and put Malaise in jail? Maybe YOU should have spoken with Sister Psyche at the time. And, really, how insensitive is that of the guy, to blame his own granddaughter for Alexis' death. Yeah, I know, you lost a daughter. Guess what, jerkface - she lost her mother! Not only did your daughter die, your granddaughter was devastated, but instead of focusing on what you have left, you fly into a rage over stuff that's not even her own fault. You're the premier hero, States. You're the one who's supposed to help others with their problems and their grief, especially YOUR OWN GRANDDAUGHTER! No. He flies away "to clear his head." And it turns out he's done that before, which I wasn't aware of. Did it not occur to you that if someone's going after your daughter, that he may go after your granddaughter, too? Or is her grief and potential death just not important enough to break you out of your emo state? So, when the going gets tough, you take off and abandon your team to fend for themselves when you pretty much know they'll get dead or put in a coma? You jerk? And why blame Ms. Liberty, of all people? Back to that, yes. Blame Manticore, I get that. He screwed up big. But why not blame yourself? You approved of this operation. You sent your daughter into an incredibly obvious trap, didn't go to protect her yourself, and instead entrusted her life to the guy that once shot you in the back? And you're surprised something bad happened? How old are you, dude? Sister Psyche doesn't come off like a horrible person so much in this, even though she seems to have a very short temper, but she comes off as VERY incompetent. I mean, Psyche, what did you think was going to happen? Malaise told you he was next, he more or less told you he intends to kill you. What did you think would happen when you absorbed all the negative energy from the Dirge of Chaos? WHY did you absorb all the negative energy from the Dirge of Chaos? There was no immediate pressing threat that called for such drastic action. I was on my way to you when you did that. You were protected. What purpose did that serve, other than because it was annoying you? And, OK, let's go with the logic that there's some real reason to absorb the nasty from the Dirge. You KNOW Malaise will try to attack you psychically as soon as you're vilnerable, so here's an idea: Force-choke him, slam his head into the ground, knock him out, THEN absorb the energy from the Dirge. That way, even if he has something planned, he'll have to sleep off a concussion before he can do it. Or if you think you can't do both, have Aurora force-choke him until he passes out and keep him suffocated while you do this, just in case he tried something funny? I get the feeling that Ms. Liberty is supposed to come off like the jerkish one of the lot, just because that's how she came off in the comic books, but of all the Phalanx members in this story, she's probably the more level-headed one. Well, except for Aurora Borealis, who's a lot like a puppy in this. Liberty's pissed off at Manticore, because he screwed up. She's pissed off at her grandfather because he was a jerk and abandoned her. She stands by her decision to help Malaise even knowing it was a mistake because she chose to believe that he could be helped. This whole series of events hinges on the heroes being incompetent hostile jerks with tons of baggage, who more or less allow this to happen through their angst and ineptitude. And it really serves to ruin the Freedom Phalanx, when none of this would have happened if heroes hadn't made numerous, very immediately obvious mistakes. And here I thought that Synapse getting incapacitated off-screen was just a battle cut for time. I've no doubt he got tagged because he did something stupid, too. |
Virtue: @Santorican
Dark/Shield Build Thread
I'd chime in, but I stopped with SSA1. My superpower of apathy fired off.
--NT
They all laughed at me when I said I wanted to be a comedian.
But I showed them, and nobody's laughing at me now!
If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville