And this is why City of Heroes will always be unique


Arcanaville

 

Posted

I hadn't played many MMO's before CoH got me hooked, but the ones I did play all ended up leaving me cold because the character flexibility is usually nil. They seemed to amount to "you are a lowly foot soldier in this great big conflict being fought by the real heroes, and your task is to climb to the top of the mountain for a better view of the plot." Whether it's a world of elves and orcs on a warpath, or the old representative democracy that fights battles in space, the player character just never felt like a character to me so much as a passive, insert-name-here window into the setting. Licensed games seem even more prone to leaving that sort of impression, since the player characters and the adventures they're having have to stay hidden out of view of the canon universe.

CoH is the one MMO I've seen that makes the character literally anything you want, and (on the Heroic side at least) has NPC's respecting your character as their own person right from the start. Out of all the thousands of power combinations, none of them require any specific background. In a more typical MMO setting, if you want to have energy-projecting powers then you're most likely going to be a mage using a very detailed school of magic that's outlined by the game's setting, and the tone of your character is leashed to that context. In this one, you can describe yourself using any kind of powers you like. Even keeping with magic as an origin, you can be a serious student of the occult, a whimsical nature spirit, an alien sorcerer from a lost planet, a genius hacker who discovered how to program spells on his laptop or anything else you like. It's all fair game, and CoH's wide-open setting has enough narrative room to make everything fit.

What's more, if the build's shaped around the character, the gameplay differences actually make it feel like a game centered around that character. I didn't really appreciate this until my mastermind came upon some of the same mid-level arc finales that my blaster character had already finished. The battles naturally went very differently for each of them, but the outcomes also felt exactly like how each one's personality would have handled the situation. The freedom to create just about any background you can imagine for a character, and the versatility that makes the game still feel like an authentic story, is something I hadn't seen in any MMO before, and that won me over almost instantly.


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Posted

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Originally Posted by Golden Girl View Post
The Maker approves of licensing fanfiction set in his universe - he doesn't treat it as canon
Although it doesn't stop him from using stuff from EU books, and then integrating into his own films, therefore taking stuff to the top level of canon. e.g. Coruscant[1], swoop bikes[2], a few ships, a few Jedi. They were *ALL* created by various authors/comic book writers (Timothy Zahn for example), and then got used in George Lucas products, thus making them official.

((for more info on Glowy Sword canon, check this out. It is actually quite amazing the amount of stuff that needs to be tracked, and how it all fits together, and also how in that there are various levels to work with.))

[1]Corusant is interesting, as it 1st appeared in 1982 un-named (it was just the Imperial capital, and then Zahn named it in his Heir To The Empire book (1991), and then Lucas was persuaded to use the name in the films... tis a strange world. This makes the planet name *canon*.

[2] 1st appeared in Han Solo's Revenge (1979) written by Brian Daley, later put into SW:A New Hope (special edition). This makes it *canon*.


 

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Originally Posted by Electric-Knight View Post
AND...
Beyond the slightly humorous insult in Golden Girl's synopsis, I don't think the title is only about the expanded universe... it's about shoe-horning the existing material into pre-fab mmorpg conventions and mechanics.
Thus... regardless of what universe of Star Wars it may be... it may be "fake Star Wars" because it really doesn't hold true to enough of the realities of Star Wars... it doesn't hold the integrity that some fans demand.
Calling the reactions to Golden Girl's nonsense "hissy fits" is a hysterical exaggeration.

It's more like, "What? She said something stupid again?"


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Posted

I find the OP an interesting observation. Shouldn't the main difference between a single player RPG and a MMORPG be the grouping? Shouldn't that be one of the main things to focus on when making such a game?


 

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Originally Posted by BellaStrega View Post
You should PM me how you managed it with a dark/dark defender with SOs, because I couldn't manage it after multiple tries.
I would guess... slowly? Dark/Dark Defenders don't have a lot of damage but with their debuffs and heals they're pretty safe. Plus he probably used temps or inspiration dumps... that's how I generally handle EBs on my squishies: munch half a tray of insps, smack them down hard (or harder than normal), and eat the rest of the tray if it takes too long.

Regarding that laser sword game, I actually think it's pretty good. That said, I don't see myself playing it for 7 years like CoX, and the fact that a freaking speeder bike moves about as fast as a guy with Swift + Sprint here is annoying as heck. One of the best things CoX did is to not use travel time as one of the main ways to gate progression (at least not after lowbie levels). Laser swords are fun (actually, huge blaster cannons are better) but that game feels more like a vacation from CoX than a replacement... I'll probably be back here more and more, at least until they get actual piloted space combat over there.


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Mechmeister, level 50 Bots / Traps MM
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Originally Posted by RogerWilco View Post
I find the OP an interesting observation. Shouldn't the main difference between a single player RPG and a MMORPG be the grouping? Shouldn't that be one of the main things to focus on when making such a game?
It should, but it turns out it isn't. The difference between a single player RPG and an MMORPG is the scope. Most single-player RPGs today, you can play through the story in a weekend. Maaaybe a week if it's really spectacular.

In comparison, I've played CoH for 8 years. You don't find that kind of content in a single-player RPG. Ya'll could be bots for all I care.


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Posted

Quote:
Originally Posted by Arcanaville View Post
One aspect I like about this game is that while its story genre is superheroes (and super villains) its gameplay is superpowers. And super powers can encompass almost anything.

One thought I've often had was that I think it would be cool if the different game zones were not primarily level-centric but theme-centric. Think Planetary. Planetary was a comic with a meta-twist: each issue's style was reflective of the content, and most issues focused on a different comic or literary sub-genre: Chinese Ghost stories, Japanese Monster movies, the golden age of US comics, etc. I've often thought it would be neat if we could do something similar. There are hints of that: the RWZ is the obvious homage to the alien invasion theme, and we do have monster island(s). I wonder how far you could go with that without getting too cheesy.
The underwater world
The Spaceship/Spacestation
The Lost World (with dinosaurs)
Many many time travel zones (ancient Egypt, Wild West etc.)


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Posted

Quote:
Originally Posted by RogerWilco View Post
I find the OP an interesting observation. Shouldn't the main difference between a single player RPG and a MMORPG be the grouping? Shouldn't that be one of the main things to focus on when making such a game?
In terms of what people pay for that tends to not be the case. Really, it's about the difference between a game you purchase once and a game you subscribe to. The MM part is mostly incidental.


 

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Originally Posted by rsclark View Post
In terms of what people pay for that tends to not be the case. Really, it's about the difference between a game you purchase once and a game you subscribe to. The MM part is mostly incidental.
I strongly disagree there. I believe the vast overwhelming majority of MMO players are casual teamers. They solo most of the time, but they want to socialize and/or team at least occasionally. What they don't want is to be part of rigid guild structures or playing schedules. They want to play when they want to play, not play when they don't want to play, and return whenever they want and find the game still there. Forcing people to team costs you a lot of those players. Making it hard to team *also* costs you a lot of those players. That's why the way I judge teaming in any MMO is on that basis. Most MMOs allow groups of people to organize themselves into groups that can synchronize their play and team. But whether an MMO allows someone to take a break for a day, a week, or a month, come back, log in, and *occasionally* find a team and actually mechanically team with random people is the benchmark for me as to the degree to which teaming has barriers.

I think the fact that most players solo most of the time in most MMOs has led some people to think that teaming is mostly irrelevant to those players. But that's like saying since most players in this game spend most of their time running alts that are less than level 50, the devs can stop developing level 50 content and it wouldn't matter to this game, or that most people wouldn't mind if the game just abruptly stopped at level 46. Just because people do it less, doesn't mean its absence wouldn't be noticed.

I think most MMO players are casual players in the sense that they want everything to be approachable. Which is to say, from the moment they decide to do something, they want to be doing it in a short period of time and with a minimum amount of prerequisite effort. That of course has to be balanced against the need for content and progressional gating, but in all areas of the game where those two are not concerns, I think the less approachable in the above sense any element of the game is, the more likely it is to turn off large sections of your potential audience and that explicitly includes teaming.


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Posted

Quote:
Originally Posted by RogerWilco View Post
Shouldn't the main difference between a single player RPG and a MMORPG be the grouping? Shouldn't that be one of the main things to focus on when making such a game?
The social aspect or lack thereof would be a significant difference between an offline single player game and an online multiplayer game of which teaming is a part.

Yes, single player games tend to be short term entertainment, that's the expectation when developing them. You just want it to be desired by enough people to buy in and hope they'll like it and thereby want to buy more either through dlc or the sequel.

MMOs having a recurring cost for the host and also, often times, a large initial debt, you would not only want a lot of people to buy in initially but to also stay for as long as possible. You do this through regular content updates which often is a lot more than updates (dlc) to a single player game. But there is also known evidence that social bonds between players help in player retention. If you make good steady friends, the longer (usually) you tend to stay.

Though i would probably question whether that social bond is done through forced-teaming. Even though i'm not into large groups i do team on occasion. And even in CoX, maybe more lately than earlier in its history, i don't get as much social bonding in teams anymore.

More times than not, the extent of the social bonding i experience during the few times i partake in the forced-team content, is no more than: "Thanks for the invite"..."gratz"..."Thanks for the team, gotta go"
then i may not see them again or even care to.

Now what did get me to stay longer than my interest for the actual game allowed, was the bond i had with a friend duo'ing mostly "team-optional" content. And we've been doing that since we met when CoV launched. So that would make it about 6 years...for reference i think i can narrow down to around 3 or so years ago when the game started losing its grip on me if it weren't for my weekly game nights.

And of course there are the soloers.

So i don't know...social activities should be encouraged and have the means to facilitate that. But not sure about the rest since people, despite having a guild or sg full of friends, do still leave for other games and may have a cascading effect on the rest of the guild/sg members. Although i think when some groups move to other games, they may take the group with them so the social bond is still there even though their bond towards the game is not.


 

Posted

This has been an incredibly entertaining thread, with posts that are thoughtful and/or informative and/or amusing.

But, rather than speak to that i'm going to indulge my inner pedant...

Quote:
Originally Posted by Arcanaville View Post
I believe that a good engineer with no knowledge of gaming would make a far better mechanical infrastructure than a good game designer with no knowledge of engineering. Someone that is good at both will outperform either by a quantum leap of quality.
Doesn't that mean that they would outperform either one by the smallest measurable increment? A single quantum of quality?

Anyway, i would enjoy seeing more non combat minigames in CoH. However, i'm not sure they would really fit the overall style and genre.


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Posted

Quote:
Originally Posted by Schismatrix View Post
This has been an incredibly entertaining thread, with posts that are thoughtful and/or informative and/or amusing.

But, rather than speak to that i'm going to indulge my inner pedant...


Doesn't that mean that they would outperform either one by the smallest measurable increment? A single quantum of quality?
Well, since you asked: its actually a myth that the phrase "quantum leap" refers to the smallest measurable increment. It actually refers to a jump from one state to another state with without passing through intermediate states, or a show about Scott Bakula cross dressing. An electron jumping from 1s to 4s as it absorbs the appropriate photon is making a quantum leap even though that is not the smallest possible energy shift in that situation. A "quantum leap" is a bastardized way of saying "a quantized leap" which is a discontinuous jump from one energy state to another in an integral number of quantum units.

Its because electron energy in an atom is quantized that atoms can only absorb or emit certain specific kinds of photon with very specific energy. Photons with different energy not a whole multiple of any of the band gap differences in that atom cannot be absorbed by any electrons in that atom nor can such a photon be emitted by any electron as it moves from one orbital to another. That's why atoms have unique spectral lines: different atoms have different energy configurations for its electron shells, and therefore different acceptable quantized energy levels. Quantization, and thus specific quantum leaps, determine the spectral lines of each atom and that's why spectrum lines are unique fingerprints for different atoms.

Relative to someone that knew only engineering or only game design, someone good at both would generate game mechanical design results suddenly and discontinuously higher than people possessing either of the two alone. There would be no overlap or smooth transition to that new level of design. That would be a quantum leap in quality. It is less likely to cause Scott Bakula to cross-dress, but that would be genre-specific.


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Posted

I've just restarted after a few months break to try SW:TOR

My comments/comparisons:
TOR there is no insentive to team except for OPs, everything can be done solo including gearing up for OPs. FPs are totally detached from everything else, heroic areas can be scipped, Pvp can be queued for solo, daily missions give you the vast majority of what you need so no point even doing Hard FPs.
CoX gives insentives to team. yes you can get to 50 and 'gear' up solo but with mobs scaling with team size you get a ton more xp teaming. That alone is a very good insentive to team.

TOR takes ages to travel anywhere. constant zoning to get between planets and slow *** speeder. (faster speed = CoX sprint+swift...)
CoX with trains/ferries, portal to club, ouro, it's easy to change zones. Then you have fly, speed, teleport, even ninja run.

TOR helping higher level friends impossible, helping lower level friends gets no rewards.
CoX sidekick/exemplar means that anyone can team with anyone and still get rewards.

TOR folows the boring handful of classes with no aditions and little variation (c'mon EIGHT classes?? anyone who says 16 need to remember that it's just 8 mirrored with different graphics)
TOR with archetypes, primary, secondary, power pools, there are THOUSANDS of combinations

TOR is trying to be an equal PvP and PvE game. Haven't we learned by now you need to focus on one and have the other as secondary or even just a minor add on? Especially when they're trying to do the demonstrable failure that is 2 faction open PvP...
CoX majority PvE game, that's where the focus is. Pvp is an addition for fun

TOR is trying to get away from the 'you need to wear x gear because it's the best'. They've done better than most games so kudos to them for that. Thing is it's still limited.
CoX clothing has zero to do with anything by looks. There are too many combinations to count. The BEST customization I know of in any game (even ones with social slots are still limited in comparison)

TOR (and many others) OPs/raids need an organised group, take ages to do, only give a few people rewards and have weekly lock outs.
CoX Trials eaiser to form a group, quick to do, everyone gets reward, no lock out (also personaly opinion much more fun)

TOR standard quests that are always the same. interactive chat is a nice touch but not enough to make it a unique experience. most quests are stand alones with few quest chains.
CoX, unchanging contact missions that are majority chains AND random missions. Ability to alter mission difficulty, missions scale with level and number of players.

TOR a single crafting profession that you need to spam junk to skill so you can make things you actually want. inability to make other things you want
CoX anyone can make anything without restrictions and no need to spam unwanted crafting to skill up. (unles you're badge farming)

TOR has no feeling of uniqueness, every class is the same as 1/8 faction (1/16 server), in fact many aspects are the same as 1/4 faction. With some minor differences (eg trooper might have different style and colour armour but it's still always armour plating)
CoX so many prim/secondary combos means more uniqueness (ok lots of dark troller/doms atm) zero clothing restrictions and ability colouring means even same spec will look totally different.

CoX has been around for years and still going strong yet it seems like no ones learned anything and are still pooping out the same boring ideas. TOR was supposed to be unique/novel/groundbreaking.. yeah right. A game that's been around for years has more innovation and uniqueness than a brand new game lol


 

Posted

Coming very late to this thread so haven't read all of it yet, but it is no co-incidence that I actually left CoX when I-content started to force teaming, and have only come back when there is an alternative.

So even the CoX devs seem to have caught the enforced teaming bug, but in a worse way than the glowy stick game because at least there you only have to find 8 people (And I have no clue why CoX ever moved away from that ).


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