Intriguing Massively Article


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Posted

There was an intriguing article in Massively Wednesday. It contains a lot of conjuncture about the Going Rogue expansion and the motivation for Freedom and I'm curious what other players think about it.

Also I wonder if it's accidental or intentional that the article isn't tagged as a CoH article even though it's their weekly CoH column. Tin foil hats anyone?


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Posted

Hmm got to say pretty much agree with the theory behind that article.

Despite them saying "Oh Freedom was planned since before we released Going Rogue" I'm not inclinded to believe that, sure tinfoil hat and all but eh...sorry on this occasion, I think I'm justified in not believing that line.


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Posted

I sort of agree with what the article was saying.

I think Freedom was more of a back up idea, something that they had been considering/working on but didn't plan on resorting to if they didn't have to. If Going Rogue had really revitalized the game and brought in a lot of new people, the game might not have gone into a F2P model.

Their focus on endgame and early game content also kinda lends to the article's theory of what's happened since they went free. They're focusing on stuff that people who are around for the long haul will be playing a lot - the end game. And they're focusing on what new players will see for the first time - the early content. By adding a lot of new content in the 1-30 area, new players have a glut of content in that area to keep them interested enough to keep playing (but the lack of new 30-50 content is probably hurting them a little in some ways, but I bet the hope is that the person will want to stick around if they make it to 30.)

I don't think the game is in any danger of dying in the immediate sense. It's held on for eight years now, surviving a fair amount of competitors in the process. Some of the new content has been substantial enough that it doesn't seem like it'd be the kind of effort you'd put into a dying game.

Of course, we can only speculate, being on the outside looking in.

All I know is that I'm sorely disappointed Going Rogue didn't do what they hoped it would, and that Praetoria wasn't as popular as it might have been. Personally, it's my favorite content in the game, and since it kind of flopped, I doubt the story will expand beyond the 1-20 zones in which it currently exists. Yeah, there's First Ward and the upcoming Night Ward, but those kind of exist in their own little world, referencing events in Praetoria proper but open to all factions and existing within it's own area and with it's own lore. It doesn't have the same feel as the 1-20 content.


 

Posted

I think GR introduced some of the best story material this game has ever seen. I also think GR was a monumental failure. Which makes me sad.

It is my pet theory that Praetoria was designed to be the way to bring 'heroic' archetypes to red-side, and vice-versa (beyond late-game side-switching, of course). As such, Praetoria would be a new hub for everyone, uniting red- and blue-side players from 1-20, rather than a third way to split the playerbase any further.

Of course, that's not how it turned out, and I think the launch of Freedom, and the free AT-pick that game with it, was directly related to the fact that Praetoria was lying largely unused.

Why did it fail? I'm sure there's been a lot of analysis about this, but I think that ultimately Praetoria failed for the same reason that red-side is inherently less populous than blue-side: The majority of players are not fond of moral ambiguity. And those that are, are probably perfectly happy starting in Mercy. There's also the perceived difficulty of the enemy groups in Praetoria, though I don't think that was a significant factor (though the 'issue' was probably magnified by the need to solo everything with fewer and fewer people starting in Praetoria).

The storytelling in Praetoria is really fantastic, though, so I was sad that GR didn't do better. Still am!


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Posted

Quote:
Originally Posted by jfp2004 View Post
I sort of agree with what the article was saying.
All I know is that I'm sorely disappointed Going Rogue didn't do what they hoped it would, and that Praetoria wasn't as popular as it might have been. Personally, it's my favorite content in the game, and since it kind of flopped, I doubt the story will expand beyond the 1-20 zones in which it currently exists. Yeah, there's First Ward and the upcoming Night Ward, but those kind of exist in their own little world, referencing events in Praetoria proper but open to all factions and existing within it's own area and with it's own lore. It doesn't have the same feel as the 1-20 content.

I personally think that adding another starting area, completely separate from Paragon, was a lousy idea. People already complain that red side is a ghost town - we didn't need yet another world to further disperse player population. It may have even done more harm than good. If a new player buys Going Rogue and starts running around in Praetoria, finding themselves completely alone, they could get the idea that CoH is a dead game and tell all their friends as much. They might even end up robbing a gas station or start smoking the reefer.


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Posted

Quote:
Originally Posted by Plug_Nickel View Post
I personally think that adding another starting area, completely separate from Paragon, was a lousy idea. People already complain that red side is a ghost town - we didn't need yet another world to further disperse player population.
I agree, but I also think the intention was actually to unite the player population in one environment, where people could pick between blue and red-side at level 20. That, however, was not how it worked out in the end.


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"Hope is the first step on the road to disappointment."

=][=

 

Posted

Quote:
Originally Posted by Slaunyeh View Post
Why did it fail? I'm sure there's been a lot of analysis about this, but I think that ultimately Praetoria failed for the same reason that red-side is inherently less populous than blue-side: The majority of players are not fond of moral ambiguity. And those that are, are probably perfectly happy starting in Mercy. There's also the perceived difficulty of the enemy groups in Praetoria, though I don't think that was a significant factor (though the 'issue' was probably magnified by the need to solo everything with fewer and fewer people starting in Praetoria).
The other thing was that if you teamed you blew past the story levels and missed out on the arcs, plus the having to unteam to do the solo missions at the end of each arc. While I very much enjoyed the stories there I found I had to be very careful of my leveling speed.


 

Posted

Quote:
Originally Posted by Diggis View Post
The other thing was that if you teamed you blew past the story levels and missed out on the arcs, plus the having to unteam to do the solo missions at the end of each arc. While I very much enjoyed the stories there I found I had to be very careful of my leveling speed.
That's also true, it was oddly anti-teaming. Which I suppose worked out well with the current state of Praetoria.


Thought for the day:

"Hope is the first step on the road to disappointment."

=][=

 

Posted

Quote:
Originally Posted by Slaunyeh View Post
IWhy did it fail? I'm sure there's been a lot of analysis about this, but I think that ultimately Praetoria failed for the same reason that red-side is inherently less populous than blue-side: The majority of players are not fond of moral ambiguity. And those that are, are probably perfectly happy starting in Mercy. There's also the perceived difficulty of the enemy groups in Praetoria, though I don't think that was a significant factor (though the 'issue' was probably magnified by the need to solo everything with fewer and fewer people starting in Praetoria).

The storytelling in Praetoria is really fantastic, though, so I was sad that GR didn't do better. Still am!

I agree that the writing in Praetoria is great. It's just too bad that it's in Praetoria.

See, the reason I don’t play there is because I really can't bring myself to give a rat’s *** about an alternate dimension. Paragon has been my home for years and that's the town I care about. In Paragon, I'm a superhero - in Praetoria, I'm either a rebel or a storm trooper. But no matter which side I choose in Praetoria, it doesn’t have anything to do with what matters to me – Paragon, and the “real” world (as opposed to an alternate dimension). Even if you make a character who's immersed in Praetoria's lore, you eventually have to leave it all behind and come to primal earth anyway.

I'd much rather they had made Praetoria just another zone, accessible from Primal earth, so that high level characters could go fight the invaders on their home turf. As pretty and filled with great stories as they are, four zones is just too much of a waste of effort to be locked away from the "real" game.


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Posted

Quote:
Originally Posted by Slaunyeh View Post
I agree, but I also think the intention was actually to unite the player population in one environment, where people could pick between blue and red-side at level 20. That, however, was not how it worked out in the end.

That would have been sweet.


Larry: Owen, what the hell did you do to my wife?
Owen: Well I don't want to say on the phone - all I can tell you is that I killed her last night.

 

Posted

What I hated the most about Praetoria was the transition between the new content and the old. Lorewise, once you hit lvl 20, you were suddenly thrust back into mainstream Paragon City with no mention of your interdimensional origin at all, just a *wink-wink* and let's pretend you were a Primal all along. Plus, the decay in mission design complexity was absurd, going from multiple shifting objectives to Issue 1's typical "wall-of-text tells you to go rescue 12 hostages, click 20 glowies and defeat all enemies in a cave across town within 45 mins". Mission design in the Rogue Isles was a little better, but still nowhere as good as what they put in the expansion.

I think Going Rogue was a demo of what Paragon Studios would have done with unlimited funds. Had it not been rushed, overpriced and poorly tested, maybe things would have been different, and NCSoft wouldn't have been so quick to pull back funding. As it is, Paragon Studios charged their playerbase 30$ for a spin-off tutorial zone full of bugs, and those few players that decided to buy it at launch were quick to point out all the problems that should have been solved during beta-testing - the most prominent of all being the overpowered enemies that made teaming in Praetoria almost impossible, as well as a long list of small things like an alternate way to get the missing Villain accolades or the endurance issues in the pre-stamina levels that were resolved through inherent Fitness a few months too late. Small wonder the expansion was a failure...

Had they allowed Praetoria to evolve into a well-tested, lvl 1-50 solo-friendly experience, coupled up with a few Praetorian TFs and Trials, I'd never have returned to old Paragon City unless it involved razing it. But priorities have changed, and I think the next issue will be the last Praetorian content ever released - my guess is that they're going to turn their efforts into slowly revitalizing Paragon City and the Rogue Isles next. A pity, that, I really liked Praetoria.


 

Posted

Fun bit of conjecture, but this article is way off the mark, and for a couple of good reasons:

1) Going Rogue launched before it was finished. By all accounts, the game was pitched to include Incarnate content from the very early stages. As they got closer to launch, it was announced that pieces of the Incarnate System would come later but that GR would still be a hard requirement to play that content. Regardless of how the actual product looked upon release, the fact remains that it was an incomplete product at launch. I'm sure that didn't sit well with leadership.

2) As games roll out, and production slows, companies reassess their needs. GR was no exception. At the time however, I was suspicious that the Incarnate content was being slowly piece-mealed out to ensure people still had a job developing new content (and it would help boost retail expansion sales and quarterly metrics over the long term). An admirable gesture but again that probably didn't sit well with the leadership. As someone who has hired, fired and laid off many staffers in my years, I can honestly say that BABs was most likely cut because he was too expensive for an IP this small despite being extremely talented. No more hassle, drama or interoffice politics than that.

3) The free to play model was fast becoming a standard industry practice. From a leadership perspective, this HAD to happen if there was any chance of NCsoft reviving new life/interest/subscriber dollars in their ailing IPs while ensuring that they were getting the most income dollars in exchange for re-investing in dated technology. CoH for a variety of reasons was chosen as the litmus test for the F2P model - and it worked better than anyone thought possible (hence why Aion has since gone F2P as well).

4) I will now put on my fortune teller's hat (no badge here, sorry) and say that there are enough clues in recent and upcoming content to suggest that leadership/marketing is going to try and re-launch and uber-promote CoH:Freedom in Korea at some point in the future. That alone should tell you the game is doing well (certainly much better than it was) in NCsoft's eyes.


At this point, I say let's keep our eyes focused on the game's future and stop worrying about its troubled past.


 

Posted

1 Loved what GR did for the game. Awesome new zones, characters, lore, powersets, costume sets... It took CoH to the "next level" (War Witch pun)

2 Almost every MMO went F2P between 2011 and 2012.

3 I agree, we need a content update dedicated to launch the game in Korea to make some numbers. And we need more W.I.S.D.O.M.

GR could been better for sure but it was awesome to me.


 

Posted

The biggest Going Rogue disappointment is that now those beautiful zones and amazing storylines in Praetoria have been almost completely abandoned. Would love for the devs to find a way to open those zones up to more people.


 

Posted

Quote:
Originally Posted by Lightslinger View Post
The biggest disappointment is that those beautiful zones and amazing storylines in Praetoria have been almost completely abandoned. Would love for the devs to find a way to open those zones up to more people.
They focus too much on low zones, and now everyone plays DFB till 20s so they overlevel that zones.
Also, we need the whole Praetoria story line added to Ouroboros to play it more, get badges and personal choices.
The big turn off are the massive ambushes and hard mobs.
They need to tweek that a bit to make people play more on Praetoria zones.
I absolute love Praetoria.


 

Posted

Quote:
Originally Posted by Angelxman81 View Post
They focus too much on low zones, and now everyone plays DFB till 20s so they overlevel that zones.
Also, we need the whole Praetoria story line added to Ouroboros to play it more, get badges and personal choices.
The big turn out are the massive ambushes and hard mobs.
They need to tweek that a bit to make people play more on Praetoria zones.
If they allowed Primals to play them, then tweaked the level range of Praetoria / First Ward / Night Ward into a broad 15-50 (unlocked after completing Twinshot's final arc), those zones would have alot more use. You'd lose the option of starting out as a Praetorian, but I certainly wouldn't mind playing a Primal that got to infiltrate Cole's creepy little garden instead.

Quote:
I absolute love Praetoria.
Echo...


 

Posted

Quote:
Originally Posted by Slaunyeh View Post
I think GR introduced some of the best story material this game has ever seen. I also think GR was a monumental failure. Which makes me sad.

It is my pet theory that Praetoria was designed to be the way to bring 'heroic' archetypes to red-side, and vice-versa (beyond late-game side-switching, of course). As such, Praetoria would be a new hub for everyone, uniting red- and blue-side players from 1-20, rather than a third way to split the playerbase any further.

Of course, that's not how it turned out, and I think the launch of Freedom, and the free AT-pick that game with it, was directly related to the fact that Praetoria was lying largely unused.

Why did it fail? I'm sure there's been a lot of analysis about this, but I think that ultimately Praetoria failed for the same reason that red-side is inherently less populous than blue-side: The majority of players are not fond of moral ambiguity. And those that are, are probably perfectly happy starting in Mercy. There's also the perceived difficulty of the enemy groups in Praetoria, though I don't think that was a significant factor (though the 'issue' was probably magnified by the need to solo everything with fewer and fewer people starting in Praetoria).

The storytelling in Praetoria is really fantastic, though, so I was sad that GR didn't do better. Still am!

I agree with all of this, and think the article is dead on. I am glad it has all worked out, but I do hate seeing such great content sitting there unused. Even the new AP arcs stink compared to the writing of GR. I just can't seem to justify isolating myself for 20 levels just to play it.


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Posted

Quote:
Originally Posted by Diggis View Post
The other thing was that if you teamed you blew past the story levels and missed out on the arcs, plus the having to unteam to do the solo missions at the end of each arc. While I very much enjoyed the stories there I found I had to be very careful of my leveling speed.
Quote:
Originally Posted by Slaunyeh View Post
That's also true, it was oddly anti-teaming. Which I suppose worked out well with the current state of Praetoria.
Not only was teaming a problem, but the whole presentation of Praetoria came off more like an extended "level 1-20 tutorial" than an actual part of the main game. I understand that they were trying do something interesting with the moral ambiguity and all that, but it ultimately minimized its usefulness. Once you jumped over to the Primal side of the game at level 20 it was almost like "what was the point of Praetoria in the first place"?

I think if they had planned for Praetoria to be its own complete level 1-50 experience from the beginning it would have been more fun. Sure they could have kept the -option- to transfer to Primal Earth at 20, but I would have had more fun with it as a complete third side of the game.


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Posted

Quote:
Originally Posted by Father Xmas View Post
Also I wonder if it's accidental or intentional that the article isn't tagged as a CoH article even though it's their weekly CoH column. Tin foil hats anyone?
Given it's an ENTIRELY SPECULATIVE article which they take two paragraphs to explian such; I imagine it's to avoid it being a doom-and-gloom article which someone might stumble upon.

I liked GR, mostly.

The zones were new and interesting; looking somewhat like an ACTUAL city rather than a random assortment of roads that go no where (I know, it's an island system but I'm thinking of Skyway City's roads to nowhere).

The content though managed to hit a sweet-spot of character+story combination. Although we never really had a choice to be a true gritty resistance; we were always either 'the man' or 'the inside man'. The good parts came with how what you did affected certain dialogue and story options throughout the 1-20. If you betrayed the Crusaders by choosing Loyalist in the Nova Crusader arc; Marauder shows up so you can strike a deal. In a later arc when you find out about another Destroyer lab in Imperial; Marauder will remember that you know of his 'other' facility when you confront him with the knowledge he's about to be exposed. Similarly there's the Crusader Seer who you may fight as a boss later after having worked with her. In the battle she will cry out about how you're a traitor rather than simply being aggressive to another Loyalist. The story was written around itself from 1-20 with some neat interactions, dialogue shifts and clever use of mechanics even if the default was a copious use of ambushes.

The problems came from Primal. Once a Praetorian hit 20 they got the mission where they were sent to Primal, never to return. Praetoria was blocked off, kept behind the walls it had been built within in more ways than one. There's a reason why 'Exclusive' shares letters with 'Exclusion'. And City's regular content was just an awful shift from the interesting mechanics, story and dialogue. Just going through the Legacy content on my new staffer and most of it is relics of a pre-CoV age with literal Questgivers, contacts who simply have 10-12 missions flavoured with their chosen enemy groups sending you across entire zones for no reason other than timesink. And there's about 20 of them all introducing each other. Contacts sharing the same range that introduce other contacts in the range and it doesn't even matter if you pick the wrong one because they'll introduce you to the other one later.

Then of course we got introduced to the Well.... ugh. I know it came later than GR but it became a core part of the Praetorian and Incarnate storylines.

Besides that; the slide for us EUers started much earlier. After the apparent abysmal sales of GvE over here; we didn't get the i14 Architect box. But we were also told that another box was planned rather close to this one so they didn't want it overlapping which was fair enough. It was the GR box... which we still didn't get over here. So the big relaunch for City and one half of their regions missed out on a physical presense, relying entirely on the digital downloads for sales. And the reason we got for it? We 'have better internet over there'.

Freedom came about because they saw Champions move F2P and probably expected it to tank. However the financial market shifted and suddenly F2P was a safer option. Now people who couldn't sub could bring what little they had while subs who could afford it could continue as normal, increasing the revenue overall. Now everyone could play and pay.


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Posted

The article was definitely off on one point, though: he seems to be claiming that Incarnate content was only just made as a reaction to Going Rogue's lack of mind-blowing success. Incarnate stuff was first announced at around the same time as Going Rogue, and they were originally both supposed to release at the same time (in Issue 18), though the Alpha Slot did wind up getting held back for one issue.


 

Posted

Praetoria flopped because it was anti-social. You had those forced to be solo loyalty missions at the end of short story arcs, you had villain groups that got real tough as they began spawning in larger numbers and then of course Praetoria only covering the quickest leveling range in the game was a terrible idea since you could easily miss huge swathes of the content and get shunted off into Primal Earth at 20.

GR was a demo of City of Heroes 2, if NCSoft was willing to invest in it. Apparently they're more interested in keeping the original afloat though.

And, worst of all, (still) no Ouroborous integration meaning people that didn't WANNA make a stable of new alts just to read the story lines were denied the ability to just Flashback and use their favored character.


 

Posted

my problem is that Praetoria is not a superhero game. It is a secret agent/resistance sci-fi game. Just like redside is not a comic book villain zone, it is a dystopian anarchist sci-fi zone.

I want a superhero game. Starting in Atlas provides that.


 

Posted

Quote:
Originally Posted by Thunder Knight View Post
The article was definitely off on one point, though: he seems to be claiming that Incarnate content was only just made as a reaction to Going Rogue's lack of mind-blowing success. Incarnate stuff was first announced at around the same time as Going Rogue, and they were originally both supposed to release at the same time (in Issue 18), though the Alpha Slot did wind up getting held back for one issue.
Exactly.

The author of the article was NOT privy to what content was present during the GR beta, which included the initial stage of the Incarnate system. They prefaced the article by saying it was all based upon conjecture, and this fact alone proves it. Also -- correct me if I'm wrong, but wasn't the focus group of players that went to Paragon Studios to see the Freedom model there either during or very shortly after Going Rogue's development cycle? If so, then the main crux of the argument, "GR failed and the game almost died, thus the change to another business model", is kinda rendered moot.

Not saying that there's Absolutely no merit to any part of their argument. After all, CoH IS an old MMO, and all MMOs reach the point where the subscription base begins to fall off (assuming they're not f2p).


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Posted

I agree with that article 100%. I was one on those people to unsub when GR hit and I only ever bought it(during i19) cause it was necessary evil for the incarnate system at the time. I'm still glad I bought it now in hindsight cause all the power sets and costumes and other stuff that came with it was worth the money.


 

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Quote:
Originally Posted by Angelxman81 View Post
They focus too much on low zones, and now everyone plays DFB till 20s so they overlevel that zones.
I think that simplifies things *way* too much.

We went from two zones, five (seven if counting the PB and WS) starting contacts and, if not a lot of variety, at least a different mission *feel,* to... well, what the same problem redside had, "here's the exact same thing with the same, very few contacts, all over again."

Why do DFB? Because the tiny, tiny bit of starting content gets stale *fast* and people want to rush past it after the first run or two.

Now, granted, that's not just a COH thing - but more starting *variety* would be nice. (Part of why I'd mentioned in the beginning "1-50 Origin arcs," as well - plus, really, starting out with someone other than Matthew "hey, look at our phase tech we barely use" habashy for once would be nice.)