Conversations or monologues?
Should you really be publicly bashing another MMO on these forums?
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In other words, wow... you really overstated your case to bash the Community Rep.
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I think you can have your cake and eat it, too in this case, but it might take a lot of work for only a little return. Arcana mentions a particular problem - if you have lots of dialogue, a mission owner on a large team is put in the no-win situation of either skipping all dialogue to keep the team moving or keeping the team waiting to read the dialogue. That is indeed a problem, but I ask you this: Is it worse to have the option to stop and read lots of dialogue as well as the option to skip it than to not have any dialogue at all and essentially be forced to "skip" dialogue because it's not there to begin with?
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-- Rich
* Thresholds CoH: What to do When
* My Comics Collection
Should you really be publicly bashing another MMO on these forums? That's sketchy according to the rules here, even if you didn't specifically name it. You should set a better example, being that you're the guy everyone expects to enforce those rules.
...Also, in the vast majority of cases, that other game has better writing than this one. Most of the content in this game would be about as interesting as watching paint dry if I were playing it for the story and not the character and combat systems. |
Critical/fail/sys.run.op
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Reboot from start
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GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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I am extremely proud of the importance we have always placed on the lore of City of Heroes/Villains. I've always found the stories of Statesman, Recluse, Tyrant and the rest of the CoH-verse entertaining and interesting. If you take into account I am one of those people who click through most quest dialog and barely reads lore, the fact that the writing of Protean, Dr. Aeon, Viridian and those who came before them actually compels me to pause and read...well, it means something.
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No, I'm not kidding I'd kill to work on the PS writing team. Heck, I'd consider an internship after this year if you guys had room, even if I had to fly stateside.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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I've always maintained that chunks of story could be strategically placed in already available systems:
Glowie interaction bars, clues, souvenirs, contact dialogue, NPC chatter, mission entry and exit popups.
I think it could help the AE a bit if they added the ability to use 'non-essential' NPCs (non-combat; non-goal) in missions; allowing them dialogue and movement options (stay in place, patrol/wander, fleeing in panic)
Also 'toggling' NPCs (start off 'blue-squared'/activate to 'red-square' types) with separate dialogue options for each.
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
I think my biggest gripe with the dialog is that is isn't personalized enough to each character. It would be nice if they acknowledged not just my name, but my powers, my size, and my gender.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
Not to mention that even if the voice acting is in your native language, one can read the text much faster than it is spoken, making listening to throw-away dialogue from side-questers a chore.
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For me i'm finding that i treat games (many console rpgs not just a certain mmo) with those dialogue elements as part of the entertainment rather than something that blocks you from it. I so far haven't skipped any cutscenes even ones that have no gameplay impact such as going into/out of a ship let's say, because it breaks the eventual monotony of button mashing and seeing numbers (xp, inf, gold etc) go up and seem to add to the immersion a tad.
In CoX, i don't think i've ever intently read text beyond seeing what i need to complete the mission. I feel that's bad for me because if the story is not grabbing me, then that leaves the immersion of the game environment and the gameplay. And in this game, the game environment is not that compelling and gives the feeling that it's inconsequential and merely an impedance to my xp.
The gameplay, or specifically the variations on the gameplay by having different character options is the main thing that held me but eventually if you play long enough, it gets fairly blurred together. I've noticed almost any AT i chose to play, i end up doing the same things or at least it felt that way.
I think my biggest gripe with the dialog is that is isn't personalized enough to each character. It would be nice if they acknowledged not just my name, but my powers, my size, and my gender.
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Having dialog acknowledge huge characters, at least in passing, would be neat, but I doubt most people would experience it enough to make it worth pervasive use.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
tl;dr
It seems like ever since Freedom, I haven't had a single good word to say about most new content, but the one thing which keeps repeating is my hate for overly talky, no-action missions like Dr. Graves or Twinshot or a lot of the new stuff.
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I WHOLLY disagree that these "talky" missions are somehow bad. I like them a lot, and I'd like to see more of them.
OTOH, those two particular missions (Graves, where you get introduced to the Tournament, and Twinshot, where you get introduced to the Supergroup) are long-ish, and about as long as I would want a "talky" mission. I would also probably not want more than one "talky" mission per arc. I do like smacking dudes (*) and the talky gets in the way of this. (**)
I do like shorter "talky" missions. The mission to start the new (on beta) Dark Astoria missions, and there's a tour of an apartment and you talk to the Dream Doctor briefly, using those missions as a kind of interactive cutscene to set a mood and explain what is going to happen next, that's awesome. Using a couple of those in a missions arc to "bookend" the mission and provide story elements, I think that could work.
Also, I haven't tried the new character stories on beta yet, but they sound interesting and cool too. They also sound talky-ish, but that's fine imo.
(*) As Ben "Yahtzee" Croshaw says in his Zero Punctuation reviews.
(**) Flambeaux's dialog, however, is hilariously awesome.
...You know, the dialog options aren't in unintuitive positions. It isn't like you have to 'hunt' for the right option. Just give the choices a read, even independent of the actual text if reading more than three sentences while playing a game causes you to, I dunno, break out in hives or something.
I remember talking to my dad about the idea of there being 'no wrong way to play a game'. I'm fairly sure he was wrong in that case given that he was playing Dark Souls in a way that he was half my endgame level in the first area, but the idea isn't intrinsically wrong. I could easily say to you, Tow, that you re playing the game in the wrong way. But that isn't, technically speaking, correct. You're playing the game in a perfectly acceptable way, but it's a way that has become increasingly outdated and nonviable. It's great that these developments have happened, because now the game has finally reached the point where NPCs are people, instead of text box distributors. This isn't actually a problem, in fact it's just about the polar opposite of one and you should stop treating it like one.
I really hate to resort to the argument that the opposing side is actually wrong, but... Well it isn't the game's writers that have to write to accommodate an outdated playstyle. It's you that has to update your gameplay style to accommodate the fact that there is now actual story and dialog in missions.
Hey wait...
If these NPCs are doing the info-dump thing anyway, then this game being in the super hero genre and all... how about after the second page of text or so, we get an option to have an attack of opportunity? You know, because they're monologing?
We'd still have to roll vs. their whatever. But the odds should still be in our favor, at least against the more egocentric maniacs we go up against in this game.
That would be pretty awesome, to see that option there after the second page of text. "(Take advantage of the situation and attack this guy who just won't shut up.)" I say it should totally be in the form of an assassin's strike, regardless of your character's AT or build.
I haven't read through the whole thread yet, but I needed to put my two cents in on your opening statement.
I WHOLLY disagree that these "talky" missions are somehow bad. I like them a lot, and I'd like to see more of them. |
...You know, the dialog options aren't in unintuitive positions. It isn't like you have to 'hunt' for the right option. Just give the choices a read, even independent of the actual text if reading more than three sentences while playing a game causes you to, I dunno, break out in hives or something.
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Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Not to mention that even if the voice acting is in your native language, one can read the text much faster than it is spoken, making listening to throw-away dialogue from side-questers a chore. And because of that, there is not much chance for extensive dialogue, or monologue as the OP would call it (bringing the topic back to CoH). This can put a dent into story telling since everything has to be very, very terse.
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Honestly, voice acting can really make or break a game. I think the greatest example of this is the Soul Reaver series. None of those games are precisely good as games, their plots are convoluted... But god damn it, the voice cast is just so damn awesome that I can't help but fall in love with the product. Michael Bell, Simon Tempelton and Tony Jay are simply so damn awesome that I'd honestly play those games just for their amazing performances. No subtitles for me, no skipping dialogue, no rushing through anything because it's the experience that counts. Honestly, I feel that first and foremost, voice acting can make or break a character before anything else is taken into consideration. A good voice actor can salvage a stupid script, a horrible in-game model, a crappy game and so on. To a large extent, Mark Meer and Jennifer Hale are responsible for much of Mass Effect's smashing success. Yes, the writing is good, but the delivery is better.
Maybe it's just me, but I'm a sucker for a good actor
Several years ago I proposed a mechanism called "Story Book", for missions, arcs, TFs and AE content. Each member of the team would have one, and all dialog, NPC utterences, disembodied voices, objectives completed, etc., would be available in various tabs. The book would update "live", so a player interested in story could watch the dialog as it occurred. Players not interested would simply keep the Story Book closed. If on a fast-moving team, but are curious later as to what happened, the Story Book could be reviewed. A given Story Book would be persistent and last for some time after each arc were completed. Multiple Books would be available in event player is involved in simultaneous arcs. 48 hours or so after completion, that particular Story Book would go away. If there were a Souvenir for that particular arc or TF, the Story Book would be replaced by its Souvenir.
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I think my biggest gripe with the dialog is that is isn't personalized enough to each character. It would be nice if they acknowledged not just my name, but my powers, my size, and my gender.
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There's actually a variable for origin and AT, as well, but none for powersets. Personally, I'm not a fan of those, just because archetype is an abstract gameplay concept there to facilitate character builds and shouldn't really be treated as a story element and origin is far too broad to be able to infer things about people from a particular one. With that having been said, I REALLY don't believe variables for powersets are a good idea. As said before, people are already taking one powerset and customizing it into something completely different, and I'd personally hate to have contacts make assumptions about what my character can and, more importantly, CAN'T do based on what powersets I picked.
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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Right now, only the leader reads mission dialog. If it was very involved and actually fun to run through the dialog trees, mission owners would face a devil's choice: run them solo so you can take in the dialog at your own pace and never invite other people to play with you when running those missions, run them teamed and skip most of the dialog so people don't have to stand around and wait for you, or run them teamed and make your team suffer while you spend minutes running through the dialog. Or run them with teams skipping the dialog and them running the entire thing again solo in Ouroboros so you eventually get to see the dialog.
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http://derekl1963.livejournal.com/
You forgot Paragon Wiki. It's not necessary at all to run missions to get the story/dialog.
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Of course, that still doesn't leave the option open for large, complex dialogues to be present without the aspect of boring your team-mates, but I feel that that's an acceptable trade-off. Even right now, experiencing a story arc with a team - even a team of friends - is simply more difficulty than it is to experience it alone. I enjoy reading all the text provided for me, but I'm always keenly aware that while I spend a few minutes reading the debriefing, briefing, sendoff and mission start clue, my friend who joined me to run a mission before he has to rush off to work is tapping his foot on the other side of the Internet. He's too polite to say so, of course, but he is.
And speaking of PuGs, it's next to impossible to experience an actual story with one. People on a PuG are always rushing, usually steamrolling content, they keep insisting we stealth and a lot of the time they want nothing better than to grind Tip missions, and before those to grind paper missions. When pulling in strangers, your chances of pulling a team of strangers who even care about the story is slim to none, let alone strangers with the kind of patience to let YOU enjoy the story while they wait on the side.
When I solo, I do so for my character and my story. I do so for the immersion. When I team, I do so for the company and for the team dynamics. I do so for the gameplay. As such, I really have no problem with certain aspects of the game's story not being very conducive to being played on a team... Largely because that's always been the case. So long as these aspects are skippable and don't interfere with gameplay, I'd be happy. Hell, whenever I team with random strangers, I never offer my own missions to begin with. I save those for myself. I'd rather run missions for someone who doesn't care about ruining the story for his own missions - and most people seem to fall there - than run my own.
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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http://www.virtueverse.net/wiki/Shadow_Mokadara
I think games are always going to attract two kinds of people, really; those who are into it more for the story, such as myself, and those who are in it to 'play the game' (as I think it could be argued even Zwillinger is).
That being said, there are times I just want to get to the kicky-punchy and breeze past the story. So it's a very subjective thing. And that subjectivity applies itself in how I want to be involved, too.
To be honest, I find voice acting, and especially good voice acting, more immersive, and because it addresses me or my friends (again referencing that space opera MMO), I find myself paying attention and being interested. You can write a compelling story in text til you're blue in the face, but we as humans communicate with these complex word things that are inflected by tone and emotion. And we respond to that. At least I do.
It has its place, and to be perfectly frank I think this game and those its generation will be amongst the last of the triple A titles to do that. We're being shown that games work with it spectacularly well in consoles, and it's now coming into the MMO space. Let's be honest; one of the reasons it can't exist here is because it's too old to. I think despite being a general statement, it's most likely true.
Some people don't like it, but that's fine. No game has everything people like. I don't like raiding and PvP. Some do.
But CoH can and should support branching and possibly team dialogue. We get the branching dialogue a lot more and it should become commonplace. It makes you feel involved, it immerses you in the setting. And I'd fully support 'talking' missions. The closest I ever felt we got to that was the Vanguard mission where you go to the peace talks with the Rikti. Lots to learn in short bursts of dialogue and it felt natural and organic. Not everything has to be resolved with kicky-punchy stuff, not if we're going to be approached with an expectation of intelligence and maturity as an audience.
I wouldn't knock on what the space opera MMO is doing; from what media I've seen, it's being hailed as a big step forward in MMO design and I think it probably is personally.
I say embrace it and adopt it here. We adopted public quests, we adopted zone events, we adopted a lot of things. And if anything was going to make a team feel like a team, I think it'd be some adaptation of this.
S.
Part of Sister Flame's Clickey-Clack Posse
^This.
While CoH still remains my favorite MMO, the "space opera" MMO is pretty amazing and after one cap level character and a level 35, I'm not tired of it.
http://www.virtueverse.net/wiki/Shadow_Mokadara
please read a book
To build a better dialogue system you need a better framework.
I've written a "choose your own adventure" style game. IT SUCKS TO DO THAT. AND THE STORY SUCKS TOO!
want something closer to this?
http://samizdat.cc/cyoa/
be amazed at the potential of a choose your own adventure story!
Then be depressed at the fact that years of effort went into something that most people would put down after only a few minutes. Sadface.
The mechanic's been tested before. It isn't built for the audiences of today, and more importantly, the audiences of today aren't built for it.
It's not a bad thing, it just doesn't belong.
you could have it all
My empire of dirt
I will let you down
I will make you <3
This is actually an interesting topic, although I have had a different spin on something that has subtley bothered me a bit with the new dialogue. Don't get me wrong, the writing is fantastic, but as someone who Roleplays to the story arcs with my friends, I found myself discussing with my friends 'why does it seem that we aren't RPing like we used to, with this new stuff?"
The conversation came up that while the stories are engaging a great deal, they do something that makes it a touch harder to personalize it to the entire team. They direct the conversations AT YOU. (Individually) and also expect and dictate responses FROM YOU. (individually)
Further. The long strings of your friend clicking through 'next page' 'next page' does leave the team mates with very little to respond to adding to that, being ambushed in the midst of reading through the dialogue (or reading the NPCs' dialogue like what goes on in SSA 4 with Alexis' standoff with the Arachnos Operative) makes it very difficult for those of us who might actually want to read this stuff.
To be honest, no, I don't think the solution here is 'radial menus with dialogue choices we all vote on' or such because I feel that starts hindering those players who just don't give a darn about the story. Perhaps a happy medium between the 'here's the mission summary' and the long dialogues pages of pages. I think that would be the conversational tone of the NPCs like we see in the Isles with Dean and the Nance and Cooling arcs on blueside without taking too much of our freedom of RPing and our own characters' particular way of talking away from them as opposed to the long texts of 'next page' choosing our characters' dialogues for us.
It has its place, and to be perfectly frank I think this game and those its generation will be amongst the last of the triple A titles to do that. We're being shown that games work with it spectacularly well in consoles, and it's now coming into the MMO space. Let's be honest; one of the reasons it can't exist here is because it's too old to. I think despite being a general statement, it's most likely true.
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There's a reason old DOS RPGs only had voice acting for one or two important characters in the whole game and everyone else spoke in text - because it's cheaper to produce and you can produce a lot more of it. The bloating inflation of game development costs is actually one of the primary sources of the downfall of game quality and the advent of "committee-designed" titles. Back in 1994, you and your neighbour could design a game in your spare time with a budget of lunch money and pocket change and still turn out a highly-competitive product. And you could make that whatever you damn pleased. These days, if a corporation is going to plunk down a hundred million dollars for a "AAA" title, they're going to want guaranteed returns, and that means a "safe" game designed to appeal to as many people as possible and take as few risks as are absolutely necessary.
Voice acting in video games is GREAT, I don't contest that. But voice acting in games costs A LOT, especially in games that require a lot of it. You're really not very likely to see too many MMOs with voice acting, even in the near future, and the ones you do won't really have all that much for the voice actors to tell you. But in this era of small developers releasing small MMOs as F2P, you're actually going to see a LOT more text-only ones.
I've written a "choose your own adventure" style game. IT SUCKS TO DO THAT. AND THE STORY SUCKS TOO!
The mechanic's been tested before. It isn't built for the audiences of today, and more importantly, the audiences of today aren't built for it. |
I remember I had one about time travel where you couldn't die, and it just kept bouncing you back to the beginning "empty plane" outside of time, but with all your items intact. That was always fun. I also remember a medieval one that avoided random roll combat entirely, and instead gave you several options of what to do in combat, deciding the outcome based on those choices.
It's a shame these no longer seem to be made or sold.
This is actually an interesting topic, although I have had a different spin on something that has subtley bothered me a bit with the new dialogue. Don't get me wrong, the writing is fantastic, but as someone who Roleplays to the story arcs with my friends, I found myself discussing with my friends 'why does it seem that we aren't RPing like we used to, with this new stuff?"
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Newer City of Heroes missions are a lot harder to "roleplay" in because they really give you all the details in such completeness that there's no real way for you to deviate from the story that you're given. This might be good for a first-impressions experience, but it's murder for replayability. Why WOULD I replay the same story over and over again if it'll always be the exact same story? You can't "fill in the blanks" and craft your own experience because there are no blanks to fill. Everything has been filled in for you, and only ONE single experience is on offer. Where before you could craft different interpretations for different characters, now you go with whatever interpretation the story spells out for you.
It's a lot like a particular game which started me off as a dead person coming back to life with no memories of my past, then asked me to choose my own destiny. I figured... OK, cool. Maybe I can be creative here and invent a wild and wonderful story about my past, of how I'm not even human and came from another plain of existence to... No. By the end, it turns out I'm one member of one order with one goal and that's that. So that's my story, eh? So much for having no past. Turns out I do have a very much solidly-written past, I just didn't know about it until right at the end of the game. Well, now I REALLY have no reason to replay it, because I just don't like that story.
You can only ever roleplay in an environment that gives you room to do so. The reason I say our writers of today are trying way too hard is because they go so far out of their way to leave us no room for interpretation.
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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Not to mention that even if the voice acting is in your native language, one can read the text much faster than it is spoken, making listening to throw-away dialogue from side-questers a chore. And because of that, there is not much chance for extensive dialogue, or monologue as the OP would call it (bringing the topic back to CoH). This can put a dent into story telling since everything has to be very, very terse.
In CoH, you have to be terse, sometimes overly so, if you're going to put the story into pop-up dialogue that everyone can read on the go. Or, you can put something more expository and longer which only somebody soloing would realistically stop to read.
There are a lot of compromises that need to be made.
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