City of Death ((Spoilers Perhaps))
And I'm pointing out we've gotten the kind of stories you like in spades, and nothing else for around eight years. Getting something different is a good thing.
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Maybe if there were a story more recent than 2009 which wasn't obsessed with killing canon characters and preaching doom and gloom, I'd be more inclined to be understanding, but there really isn't. Everything since Praetoria has been the same depressing, drab shade of grey and, from all evidence, it seems like all new content will be more of that kind of storytelling until someone gets fired and replaced.
I'm all for variety, but not if said variety is hugely one-sided. If you'll notice, I didn't start complaining until after First Ward despite all of Praetoria being exactly the same. I was willing to extend that idea a LOT of leeway, to the point where I was willing to accept "morally grey and depressing" is just what Praetoria was. It's not just Praetoria any more. It's everything, and you can't argue about how everything being stories you don't like is bad yet everything being stories you like but I don't is better.
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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Sam tyvm for reminding me why I started playing these games as a casual light story style guy. These writer's will give you a heart attack if you get emotionally involved.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
I say, it's about damn time.
When there's no negative reprocussions, when there's no threat of defeat... who cares? I for one welcome a storyline where bad things can actually happen that don't just get magically reversed at the end of the episode like a crappy kid's cartoon. Without tasting the bitterness of defeat, you can never know the true beauty of victory. Lets work for our victories, rolling with the punches, being beaten down, until we do manage to do something amazing. |
Character index
I *would* like to have less people die horribly around me, now that I ponder it...
In the room the women come and go
Talking of Michelangelo.
ROB LIEFELD HAS ARRIVED AND CONQUERED
Upcoming costume editor preview is here
Seriously, while some like it you need variety, and this game has been on a dark age binge since about the GR release, with the exception of Sutter. I still point to the issue 17 villain arc as the example of what I would like from content. Plenty of choice, lots of variety not just of environments but 'weight,' and cheesy supervillain options like a clone army. The way to a big success, particularly during a recession, is escapist fare, not the tales of Brock Hardcheese the pocket monster, or comics tropes from an era of economic boom.
A game is not supposed to be some kind of... place where people enjoy themselves!
@Golden Girl
City of Heroes comics and artwork
Eh, it's too early and I've not eaten yet.
So I'll simply say I much prefer the current trend of writing (idiot-balling of the SSA aside, that was just poor...) and suchnot to what came before. It's telling that I can remember pretty much all the new arcs pretty well, while most of the old arcs just turn into an un-cared for slurry of defeat all, fed-ex and glowy missions that sucked big time. YMMV.
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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Now see, I wasn't saying that the writing for the new content was bad.... far from. The way stories are told now is much more engrossing.
My point is though that we really don't need all this death, not for the writing to be good anyway. There is no need for CoH to turn into this dark, gritty mess for it to be a good game. I get that They are trying to change things up a little, but there are better ways to do it.
As an added note... I was really pissed off that Sister Psyche died, if not for after all that stuff I went through in SSA4, but the fact that she was actually one of my favorite and more interesting characters in the game. That definitely sits on the "WTF" shelf.
I would love it if this game was more like 'City of Death'! Story arcs written by Douglas Adams! Cutscenes voiced by Tom Baker and Julian Glover! Epic Paris maps! Time travel to Renaissance Italy and primordial Earth! And a cameo appearance by John Cleese!
**sees blank stares**
...um...nevermind.
My point is though that we really don't need all this death, not for the writing to be good anyway. There is no need for CoH to turn into this dark, gritty mess for it to be a good game. I get that They are trying to change things up a little, but there are better ways to do it.
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Also, character deaths should be treated like a precious commodity, and not because you can run out of characters - you can always just make more. No, character deaths should be treated like a precious commodity because they lose their impact the more you use them. The trick grows old, audiences grow cynical and people grow to expect it. Though a horrible thing to say about the real world, Stalin's famous line is very much true for fictional worlds: A single death is a tragedy. A million deaths is a statistic. Contemporary writing is pretty much on the verge of making signature character deaths trite and mundane, and that's just bad all around.
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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Now see, I wasn't saying that the writing for the new content was bad.... far from. The way stories are told now is much more engrossing.
My point is though that we really don't need all this death, not for the writing to be good anyway. There is no need for CoH to turn into this dark, gritty mess for it to be a good game. I get that They are trying to change things up a little, but there are better ways to do it. As an added note... I was really pissed off that Sister Psyche died, if not for after all that stuff I went through in SSA4, but the fact that she was actually one of my favorite and more interesting characters in the game. That definitely sits on the "WTF" shelf. |
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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That was my point, as well. Good writing and "everybody dies" are not the same thing. You CAN have a good story where lots of characters we care about die, of course you can. Just as you can have a poorly-written, ugly mess where lots of characters die. The point is that character deaths don't make a story good, and they actually only serve to make a bad story worse. What character deaths do is add drama, but a story first needs to deserve this drama, and the SSAs failed to do this in a spectacular fashion.
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Because, irrespective of 'grimdark'ness or whatnot of the new content, I vastly prefer it to the old junk we had before, because it is actually a cohegent and interactive enough story to engross me and for me to like.
You can argue as much as you like (I'm sure you will, hee) that the old stuff had some absolute gems in it. That's as may be. It's also irrelevant if the old content was so mind-achingly, gum-rendingly dull as to make me never want to touch it again.
Also, character deaths should be treated like a precious commodity, and not because you can run out of characters - you can always just make more. No, character deaths should be treated like a precious commodity because they lose their impact the more you use them. The trick grows old, audiences grow cynical and people grow to expect it. Though a horrible thing to say about the real world, Stalin's famous line is very much true for fictional worlds: A single death is a tragedy. A million deaths is a statistic. Contemporary writing is pretty much on the verge of making signature character deaths trite and mundane, and that's just bad all around. |
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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Does anything ever happen in Paragon City *other* than 'rocks fall, everyone dies', though? When exactly was this golden era of fluff and fun?
Seriously, I just had a skim through the history on Paragonwiki to refresh my memory and, wow. WW2, Nemesis, the Might for Right Act -- and those are all just a warm up for the Rikti invasion, the deaths of thousands of civilians and soldiers and the virtual wiping out of most of the world's superheroes.
The fact that the setting's premier heroes are known as 'The Surviving Eight' definitely says something about what a traditional CoX victory looks like.
Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.
This is where we're going to have to differ in our opinions on the game (again )
Because, irrespective of 'grimdark'ness or whatnot of the new content, I vastly prefer it to the old junk we had before, because it is actually a cohegent and interactive enough story to engross me and for me to like. |
But everything since has just been getting worse. As you can tell from my other thread, I'm not in the slightest interested in interactivity. I like City of Heroes when it stops being pretentious with its mission design and just sets me in an instance with lots of enemies to kill, without a scripted sequence always getting in my way and distracting me from the action. That's what makes SSA7 about the only decent GAMEPLAY experience that new content has offered for a couple of years now. Whether it was so rushed that the mission designers lacked time to pollute it with trite custom scripts or whether someone finally understood that the more you interrupt people's gameplay, the more irritated people get, I can't say, but it's easily the least intrusive arc I can remember, and that makes it entertaining to play through.
But all the content we've gotten since Going Rogue fails to enthral me. I've run the Praetorian Warden storyline a handful of times so I somewhat remember it, but I've run the Power, Responsibility and Crusader lines precisely ONCE, and I'm really not interested in running them again. Power, maybe, up until Mr. G, but no later. I ran through First Ward once and I'm never setting foot there again. I ran Roy Cooling once and swore to never run his horribly-written, illiterate arc again. I made the mistake of running it a second time, and it only reminded me why I chose to avoid it. I ran the new Atlas Park about twice until I realised it was both repetitive and insulting to my intelligence when the narrative chastises me for playing the game as it's designed to play. I ran the new Mercy Island once, and I never want to touch it again. I've run the DFB about twice, really out of necessity as a means to skip the first five levels, but it transpires that it's far easier to level up just off street hunts anyway. I ran an iTrial once and I really have no interest in running one again. I probably will, but probably when I forget why I chose not to run them.
The fact of the matter is I've run new content since I19 onward roughly once, and each time it's left me uninterested to return. The stories are bland, yet trying to shove in angsty drama they didn't "earn," the technical quality of the writing is just poor, and getting worse, to the point where it embarrasses me to be the non-native speaker pointing out obviously faulty grammar and horrid sentence structure, and newer content's utter disregard for continuity with old content is just disgusting. I fell in love with City of Heroes as it was in 2004, and I fell in love with the stories of the time. Seeing them entirely abandoned, or worse, contradicted, removed and redone into something considerably less interesting, is just disheartening. I don't describe the current development trends as "a systematic destruction of everything that made City of Heroes good" for no reason. That's literally what I feel it is.
I want to see more about the Nemesis, I want to see more about the Rikti, I want to see more about Crey, I want to see more about the Warriors and the Outcasts and the Trolls. I want to see more done with Dr. Vahzilok, I want to see more of the Clockwork King's story. I'm sick and tired of introducing a new "big thing" with every issue and abandoning all the good old things that never got the time of day as if Neuron were in charge of setting priorities. The old stories may not have been particularly well executed, but at least they were still good stories. The new ones simply aren't. About the only thing I'll remember about the SSAs a year from now is how much they pissed me off.
Does anything ever happen in Paragon City *other* than 'rocks fall, everyone dies', though? When exactly was this golden era of fluff and fun?
Seriously, I just had a skim through the history on Paragonwiki to refresh my memory and, wow. WW2, Nemesis, the Might for Right Act -- and those are all just a warm up for the Rikti invasion, the deaths of thousands of civilians and soldiers and the virtual wiping out of most of the world's superheroes. The fact that the setting's premier heroes are known as 'The Surviving Eight' definitely says something about what a traditional CoX victory looks like. |
To say that City of Heroes has ever been all rainbows and unicorns is absurd, of course. The game's story has always had its dark moments. But it kept a balance of positive and negative emotions. When bad stuff happened, the story had enough legitimacy to earn it, and earn a genuine emotional response. I knew bad things may happen, but I also knew that bad things MAY NOT happen, and this made me care. It made me wish that the characters I liked wouldn't die or get horribly tortured. With the new storytelling, that suspense is gone. I know characters will die in a horrible fashion, it's just a question of who they will be, and the answer to that seems to be "just about everybody." At no point have newer stories had the legitimacy to deserve that kind of drama because at no point have they done anything to earn it. It's just one shock death after another until we're no longer exhibiting emotional responses and just keeping a body count. There's no balance in the storytelling at all, and this is what utterly ruins it for me.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Compare the current content with Brian Bendis's utter romp through the Marvel Universe. While the storylines of Avengers Disassembled, House of M, Civil War, Secret Invasion, World War Hulk, were engaging, they so thoroughly messed up the Marvel world with one big thing after another happening, that it just started to become less compelling to read those comics. That's kinda what I feel like what's happening here.
The opener forgot Death From Below and Drowning In Blood. And yes, by my estimation they're going to run out of heroes to kill and zones to nuke around Issue 27 - End of Days (tm).
The storytelling, lore, immersion and interactivity are at an all-time high right now - it started in I17/I18, and it just keeps getting better and better.
@Golden Girl
City of Heroes comics and artwork
The opener forgot Death From Below and Drowning In Blood. And yes, by my estimation they're going to run out of heroes to kill and zones to nuke around Issue 27 - End of Days (tm).
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You can always make more characters to kill. The question, as Jurassic Park would ask us, is not whether we could, but rather whether we should.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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The problem is that this breeds a very real sense of cynicism in people who are prone to being cynical, such as myself. Rather than outrage me and spur me into action, what the SSAs have managed to accomplish is ensure I don't give a rat's *** about any of the game's canon characters any more. I refuse to be invested in a character whose life can be thrown away to feed some writer's obsession with re-enacting the entirety of Countdown to Final Crisis.
Yes, knowing that characters will survive does undermine dramatic tension somewhat. On the flip side, knowing that characters will die serves to undermine emotional investment. Both lead to the same result - I lose interest in the story, instead shrugging at supposedly "powerful" moments and just moving on. As I've said many times before - drama in storytelling is a balancing act. You need to prevent your audience from waling away in disgust at your angsty drama (something I've failed at in the past) before you can even begin to worry about making them fear the worst. People are not going to feel the emotional downs if they don't care about the story. |
I do not object to the death of characters, even Statesman. I do object to to the notion that Statesman would die with a Big SmileĀ on his face at the hand of his daughter's murderer. Shortly thereafter, Statesman's granddaughter resurrects the evil love interest of her evil great uncle on the off-chance it will make him less evil, but not a word is devoted to why she would not resurrect her own mother and/or grandfather. This isn't Cyrus Thompson-level writing here; that is simply pathetic.
I understand that there are players who want to play their characters like The Punisher and kill, judge/jury/executioner style, every bad guy they encounter. CoH wisely took the official stance that the bad guys are simply "defeated" by the player; what that means is up to the player. If they are all arrested and left hanging in webbing for the police or all shot down a killed, that is up to the player.
But I have to agree with Sam that from the top down, the game is getting progressively more dark and futile. Regardless of player actions, various bad things happen. Indeed, in one of the tip missions, a hero who has been transformed by the Devouring Earth begs to be "put out of his misery" and thanks you for obviously killing him. So, like it or not, the player is forced to kill, whereas before, defeating a foe did not mean that. Ain't that a fine kettle of fish. Or someone dies regardless, because Life is Pain, Princess, There is No Good or Evil and Then You Die sort messaging or something. Whatever it officially is, it leaves a bad taste in my mouth. So I now avoid such story lines, which unfortunately, I am discovering, lets out a lot of newer stuff.
If the game "officially" flows in a neutrally-worded "Silver Age" fashion, the individual player can spice it up to "Punisher" style by simple decree that they killed every bad guy they encountered. But if the game "officially" takes the "Punisher" position, it is nigh-well impossible to play it any other way when the game says that you killed someone. Further, if death, despair and futility are going to be the rewards in an existential world in which "there are only shades of gray," that is simply not attractive writing as I perceive it. My two cents.
"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."
But I have to agree with Sam that from the top down, the game is getting progressively more dark and futile. Regardless of player actions, various bad things happen. Indeed, in one of the tip missions, a hero who has been transformed by the Devouring Earth begs to be "put out of his misery" and thanks you for obviously killing him. So, like it or not, the player is forced to kill, whereas before, defeating a foe did not mean that. Ain't that a fine kettle of fish. Or someone dies regardless, because Life is Pain, Princess, There is No Good or Evil and Then You Die sort messaging or something. Whatever it officially is, it leaves a bad taste in my mouth. So I now avoid such story lines, which unfortunately, I am discovering, lets out a lot of newer stuff.
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The real irony here is that I actually do enjoy stories where the good guys seem in real danger and face real adversity, and I enjoy those the most. But that's because these stories strike a very careful balance between the danger and dark themes and the success and light themes. I've often quoted Oban: Star Racers as one of my favourite series of all times, and it's probably the one with the most oppressive sort of feeling of said favourites, just because the entirety of it has our heroes down on their luck, struggling against impossible odds and following every success with a massive increase in difficulty. The whole show has a very pervasive feel of helplessness and powerlessness, and yet nevertheless, it's one of the strongest, most positive series I've ever seen. Despite all the drama, there are enough positive moments to make it worth watching, because you never know if what's up next will be good or bad.
I don't know what has to happen to convince me that every new City of Heroes story WON'T be depressing, unpleasant and one I want to avoid, but it would have to demonstrate a desire to lighten the tone, not just hand-wave requests by tossing in a token joke character or a very rare, ultimately meaningless "big damn heroes" moment.
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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Yes, knowing that characters will survive does undermine dramatic tension somewhat. On the flip side, knowing that characters will die serves to undermine emotional investment. Both lead to the same result - I lose interest in the story, instead shrugging at supposedly "powerful" moments and just moving on. As I've said many times before - drama in storytelling is a balancing act. You need to prevent your audience from waling away in disgust at your angsty drama (something I've failed at in the past) before you can even begin to worry about making them fear the worst. People are not going to feel the emotional downs if they don't care about the story.
In other words, the villains I make are drawn up to be wilful, stubborn and uncooperative. Why would they need to work for or with other people when they clearly know best and everyone else should clearly work for them? See, Dean McArthur knows his place. It's at at the back of my villain's hand. He's useful, and that earns him a place, but he's not ambitious enough to want to take credit for any of the achievements. Sadly, what happened with Dean has consistently failed to happen again, and that's just disappointing.