If you don't like the writing...


.Viridian.

 

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Originally Posted by Samuel_Tow View Post
You're kind of sweeping the problem under the rug by stating that it will always exist. Crime will always exist, but we don't stop trying to fight it, just to pull a random example out of a hat. You can never have complete consistency and so no-one should expect it, but that doesn't mean we should give up on trying to have a consistent story or a consistent tone. Even if it doesn't work all the time, it should still work at least some of the time.

The fact of the matter is a good story isn't good because every part in it is good. In fact, it isn't good even because most or half or even some of it is good. A good story is good because it makes us care about it enough that we're able to overlook the bad parts of it, and indeed accept them as part of what makes the story good. For instance, I HATED cave levels in old games, which means I pretty much hated the original Tomb Raider. I liked Tomb Raider 2, but hated the two Tibet levels initially. However, the game was so good that I ended up not minding Tibet so much, and eventually learned to appreciate the thematic I disliked as simply part of a good game, whether the part itself was good or bad.

This is why people like me can flip-flop about the entire game so easily, from really really liking it to wondering why I'm still subscribed. City of Heroes is not a game without its flaws, and the story is really on of the most flawed aspects of it. But the story is also made up of extraordinarily good ideas, even as part of newer content despite how much I've bashed it. Even if those ideas aren't exactly told very well, having them is still good enough for me to overlook the poor execution. The real problem with "consistency" arises when you create a new story which is not only bad, but actually ruins a story which was previously good. The Dr. Khan TF is a good example. It's a bad TF, it's one of the game's WORST stories by far, and it serves to utterly castrate any potential coolness Reichsman might have had when he was still just a concept. Before, when the 5th Column was still "gone," we had fun times imagining what it would be like if Reichsman woke up and took control of it. Seeing it in action ruined that plot, any potential future plots on the subject may have had and pretty much buried the 5th Column entirely since its one remaining named character isn't interesting.

Contrast this against the concept of Ascension as seen in Dark Astoria and explained by Papa Smurf. I HATE Prometheus both as a character and as a plot device, and I REALLY dislike the Well of the Furies as a concept, but Ascendants are such a powerful idea, such a strong story seed, that I'm really perfectly fine with the Well serving as the catalyst and Prometheus serving as the contact. Not only has the good idea that is Ascendants made me accept the bad ideas that were Prometheus and the Well, but it has made me actually see them in a positive light. As concepts, they're bad. As means to a much better end... They're actually pretty good. Not only that, but the concept of Ascendants also serve to humanize both of the others. The Well goes from an god-modding all-powerful entity that is the end-all be-all of power into just one source of power, thus putting its drive to empower and control into perspective. Prometheus goes from an always-right overpowered smug god into a very powerful being caught in a situation that's becoming bigger than he is. It's putting an arrogant person used to bossing people around in a situation where he's out of his depth, forcing him to balance between playing big dog and dealing with the reality of being in over his head. And I LOVE it!

Paragon Studios writers have historically had a tendency to write in a vacuum, considering only the context that's directly relevant to the story they're writing and rarely the way it impacts the broader world in general. I mean no disrespect when I say that that's tantamount to writing fanfiction, in the crucial aspect that fans don't control the fictional universe and their stories can't impact canon. Fans don't have to worry about continuity, and our writers are writing like fans by disregarding continuity and only focusing on the here and now. This is what tanked Reichsman and this is what's turned Praetoria into bipolar land. Is it a deep and complex latticework of interwoven grey moralities or a grotesque black-and-white goatee evil universe? It depends on which story you run, and that really ends up making neither angle work very well. In fact, at times I wonder if our writers even have the pedantic knowledge of lore some of our players enjoy and that they simply don't know they're trodding over established canon when they have the Malta Group try for "minimal involvement" in a situation best suited for a commando squad, just as an example.

Consistency can't be absolute, but it should still be a main objective.
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Posted

Here's something I want to say in brief, and it regards a mistake from First Ward again. For a story that's designed with the mantra of "all payoff, no build up," it's surprising how little payoff there really is in that zone when all is said and done. Right at the end, we save an evil person, kill an evil person and have a not-sure-if-serious person sacrifice himself, but it really doesn't feel like a victory. And Vanessa herself pinpoints why that is:

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In the end, his heroic act, a first step toward redemption, cost him his life... and that really is a tragedy.
Yeah, I get it, it's tragic. The whole thing is dark and depressing and oh so tragic. But is this REALLY the sentiment you want to send me out on? "We fought, so many people died, it's all so tragic." First Ward HURTS. Of course it does, it's designed to hurt. In every mission briefing and conversation, contacts never fail to remind me that it's tragic. Vanessa herself earlier told me that "And for this, you must ask men to die." Yes, honey, I get it, it's tragic. But for all of this tragedy, what was accomplished? What do I have to show for all this hardship and sorrow? "It's tragic." Midnight is dead, Diabolique is free (and we all know how that goes) and Katie is still in the Seer Programme... And the story just ends. Sure, we saved the world, but it's a pyrrhic victory when pretty much everyone walked away broken or dead, and Vanessa's constant deadpan melancholy doesn't help.

Mind you, this is before Night Ward, but for how many Issues, that's what we got for an end. "It's a tragedy" and the the story just cuts out like it ran out of tape. I haven't run Night Ward yet, but I'm told this provides closure. Whether it does or it doesn't, however, doesn't change the fact that any good story needs some kind of payoff at the end, something to make me think "Hey, I want to go through that again. It's worth it." For as much as that story is focused on immediate dramatic payoff, it really fails to produce anything at the end but a sputter and a stall. And that really is a tragedy.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

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Originally Posted by Samuel_Tow View Post
First Ward HURTS. Of course it does, it's designed to hurt.
It hurts to read.

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Originally Posted by Samuel_Tow View Post
Midnight is dead
Which, in my eyes, accomplished nothing.

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Originally Posted by Samuel_Tow View Post
Diabolique is free (and we all know how that goes)
Man, I felt the ball drop from here when that happened.

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Originally Posted by Samuel_Tow View Post
and Katie is still in the Seer Programme...
Which is freaking hilarious considering we've already saved her from it in Praetoria.

And the story just ends. Sure, we saved the world, but it's a pyrrhic victory when pretty much everyone walked away broken or dead, and Vanessa's constant deadpan melancholy doesn't help.[/quote]

Don't forget Noble Savage and his "I can't decide if I'm General Patton or King Kong" mindset.

Quote:
Originally Posted by Samuel_Tow View Post
I haven't run Night Ward yet, but I'm told this provides closure.
Sam, do yourself a favor and don't hold your breath. Once you've run Night Ward I fully expect you to be on the forums asking a rather annoyed "You mind telling me what the PANCAKE that was?"


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Posted

Re: the whole Incarnates/Well thing... this is something I was discussing with Cende just the other day, and this was my own take on it. (And especially now that Pandora's Box has come up in-game...)

Maybe tl;dr, but this is just MY take. So bear with me.

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According to the original WEB OF ARACHNOS novel (and in-game canon), Marcus Cole and Stefan Richter gained their powers by drinking from the Fountain of Zeus (hidden beneath the Well of the Furies) back in 1932, giving them 'divine' powers (or radiation, if you ask Recluse). They then discovered a box hidden in another cavern, and Stefan opened it, releasing the collected potential of humanity for the last couple thousand years out into the world, thus imbuing individuals the world over with powers. (The last time this happened was during the ages of myth, when half-gods and wondrous beasts walked the world.)

All well and good.

We're now 80 years on from that point... and barring accident or injury, this is approaching the upper end of a normal human being's lifespan. During that time, that generation had children, with slightly 'evolved' genetics (or their potential more easily unlocked WITHOUT the need for a major transformational key such as the box or the Fountain), and humanity as a whole evolved slightly. Hence heroes born of heroes, etc.

So it's not hard to imagine that by now, much of that 'generation' has died (or their powers deteriorated/faded with age), and the power returned once again to the box. With the exception of a few holdouts... such as Statesman, Recluse, Psyche and Dark Watcher.

Now, imagine that the great metapowers of the world discover (via Ouroboros, science, whatever) that the Battalion, a genocidal race, is on its way to Earth. Humanity (since the bulk of the population here is human, not to diss anyone's alien characters) as a whole, even as superheroes and villains, is not strong enough to fight them. We need something more... humanity's potential needs one more great boost.

We need the box re-opened.

Statesman (out of noble self-sacrifice, ennui, whatever) figures that if he returns HIS portion of that energy back to the box, it's that much more to help the world, so he finally takes on a challenge that does in fact kill him. His energy returns to the box, but it's also been mingled with the divine/radioactive power of the Fountain. The box's energy is no longer just 'the collective potential of humanity' anymore...

... which unleashes the ability to become Ascended (what we now call Incarnates in-game). Powers that we could never have normally handled now become manageable. We become capable of defending ourselves against the Battalion.

To quote Peter Wayland in his TED video: "We... are the gods now."
Better? Worse? I don't know. Like I said, just an alternate take on how it all works.

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Posted

All of this talk of Pandora's Box just reminds me that I have, err... Two characters who are all of A) Human, B) from this dimension and timeline and C) developed powers AFTER the box was opened. All this tells me is that fictional worlds are best served not trying to explain why they're different from the world you and I live in.


Quote:
Originally Posted by Arcanaville View Post
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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Quote:
Better? Worse? I don't know. Like I said, just an alternate take on how it all works.
It's not worse because there's nowhere to go from rock bottom.

The whole Well/Fountain/Box/Whatever thing is just silly. Doesn't jive with how superhuman powers are acquired and developed as shown in the game. Doesn't fit with technological advancement seen in the game. If it was "planned all long" then the plan failed catastrophically; more likely it's a retconned-in attempt at a meta-explanation and it shows.


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Quote:
Originally Posted by Samuel_Tow View Post
I firmly believe that anyone - ANYONE - who wants to write for City of Heroes needs at least two of the following three things:

1. An intimate and intricate knowledge of at least most of the canon that's in the actual game good enough to quote plot points off memory.

2. Access to someone who's infinitely familiar with game canon at least up to the present day. ParagonWiki can suffice here, but only if referenced extensively.

3. The presence of mine to accept corrections from others regardless of their knowledge of content, or at the very least to verify corrections with either other more knowledgeable people or a static resource, again like ParagonWiki.
Now fit that all in with the ability to create multiple challenging bug-free missions, just as challenging new NPCs, and do it all on both a deadline and a shoestring budget.


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Quote:
Now fit that all in with the ability to create multiple challenging bug-free missions, just as challenging new NPCs, and do it all on both a deadline and a shoestring budget.
Not hard. In fact, having a solid story makes the rest of the process easier.


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Originally Posted by SpyralPegacyon View Post
Now fit that all in with the ability to create multiple challenging bug-free missions, just as challenging new NPCs, and do it all on both a deadline and a shoestring budget.
Everyone has deadlines, the writers have no responsibility to design NPCs, and their budget consists of Mountain Dew and number 2 pencils. What we pay them *is* the writing budget.

Dr. Aeon was hired based in part on his demonstration of strong writing with no budget, no resources, no access to the powers team, no access to the tech team, no access to map construction, and no access to the art and effects team. And he did most of his writing on a time scale of about one issue.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Everyone has deadlines, the writers have no responsibility to design NPCs, and their budget consists of Mountain Dew and number 2 pencils. What we pay them *is* the writing budget.

Dr. Aeon was hired based in part on his demonstration of strong writing with no budget, no resources, no access to the powers team, no access to the tech team, no access to map construction, and no access to the art and effects team. And he did most of his writing on a time scale of about one issue.
I believe that is my cue to yet again cite the accomplishments of Troy Hickman and tactfully remind the Devs that he is a cheap date. Of course, what he produces is great stories and dialogue as opposed to Personal Favors, but I will let him address his availability for the latter.


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Posted

They should, in my opinion, fix AE, and after they do that, take the best AE arcs they can find and occasionally turn one into an official arc. It wouldn't have to be a major one, or even figure into the larger story, but it would mean an interesting new arc from time to time.


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Posted

The writing of this game has it's ups and downs for me.

After having given Praetoria a proper chance, I played a character who did as many missions as he could for either side. All of them were good stories and, thanks to a turned down difficulty meter, I could do without frothing at the mouth about game mechanics (Except for missions with Seers. Seriously, PANCAKING Seers).

Now all I need to do is give the Blueside Arcs a try, if only the oldest ones weren't so dull.


I was doing some playthroughs of City of Heroes. Now they will serve as memories of a better time ...

 

Posted

Quote:
Originally Posted by Arcanaville View Post
Dr. Aeon was hired based in part on his demonstration of strong writing with no budget, no resources, no access to the powers team, no access to the tech team, no access to map construction, and no access to the art and effects team. And he did most of his writing on a time scale of about one issue.
And it feels like the extra resources he was given actually WORSENED the stories he produced. I'd actually appreciate the game's writing if it did stick to more or less what the Architect provided, but damned if the development team didn't swear to outdo Architect writers in all ways. So we get these over-scripted messes with unnecessary custom maps and custom critters and custom dialogue and custom artwork that seem to have neglected the one thing which makes a good story - the actual story. I can think of no worse offender in this respect than the SSA1, which feels more like a tech demo for a mission creator players don't have access to than it feels like actual content. It's less a story made for us to consume and more a product which tells me "See what we can do? We're so much better than those peasant Architect authors! We can make EVERYTHING custom!" Yes, I see. Can you make your story custom, though? Because it feels like you slapped it together from Lego bricks.

Budget and time constraints are not an excuse. As far as an actual writer's job is concerned, this is neither so expensive nor so time-consuming. Even if we extend this to mission design, the average time needed to make a basic story arc is around a week, not counting QA testing which is typically carried out by other people. I assume it would take longer if the arc needed custom everything, but that's all the more reason to NOT include custom everything. Take SSA2.1, for example. That arc used entirely preexisting maps, almost entirely pre-existing character models, relatively cheap new enemy factions pulled together from existing critters and only a couple very simple scripted sequences. And it was amazingly good. SSA2.1 is good not because it has lots of bells and whistles, but because it tells a good story, and a good story doesn't take as much time and money as people seem to be convinced it does. It just takes a writer who cares about the writing as opposed to about the gimmicks. Well, it takes an editor, too, as SSA1.7 proved beyond a shadow of a doubt.

Basically, time and money are not an excuse for not knowing the lore of the story you're working on, or otherwise not asking someone who does or cross-referencing a lore source. People manage to make shockingly good Architect arcs on their own time after work on zero budget and with limited tools. If actual developers are unable to at least match that, then it transpires that their better tools are more of a liability than a help.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Kirsten View Post
They should, in my opinion, fix AE, and after they do that, take the best AE arcs they can find and occasionally turn one into an official arc. It wouldn't have to be a major one, or even figure into the larger story, but it would mean an interesting new arc from time to time.
They really should. I have to admit that I assumed that was part of the thinking when AE was created in the first place -- get the players to do some work for free, creating good new content. And I don't mean that in a negative way. I'm sure most players would think that getting their work made part of the official world canon was payment enough.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Everyone has deadlines, the writers have no responsibility to design NPCs, and their budget consists of Mountain Dew and number 2 pencils. What we pay them *is* the writing budget.
Everyone has deadlines, sure. My point is that I'm not entirely sure that the writers really are separate from the mission designers, and that gets into my other point about the budget. I get the impression that at Paragon there's not a lot of people wearing a great many hats. Just look at the response every time we bring up all the known typos. Lore checking, spell checking, et al all get left by the wayside and there's not enough money to bring in additional staff that can help out there.

And its a whole 'nother can of worms to go from simple AE writing to SSAs and world design.


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Posted

Quote:
Originally Posted by SpyralPegacyon View Post
Everyone has deadlines, sure. My point is that I'm not entirely sure that the writers really are separate from the mission designers, and that gets into my other point about the budget. I get the impression that at Paragon there's not a lot of people wearing a great many hats. Just look at the response every time we bring up all the known typos. Lore checking, spell checking, et al all get left by the wayside and there's not enough money to bring in additional staff that can help out there.

And its a whole 'nother can of worms to go from simple AE writing to SSAs and world design.
I . . . don't think the writers are in charge of making the code for the scripting or designing the environments we've seen in things like the first SSA.

But I could be wrong.


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Posted

Quote:
Originally Posted by SpyralPegacyon View Post
Everyone has deadlines, sure. My point is that I'm not entirely sure that the writers really are separate from the mission designers, and that gets into my other point about the budget. I get the impression that at Paragon there's not a lot of people wearing a great many hats. Just look at the response every time we bring up all the known typos. Lore checking, spell checking, et al all get left by the wayside and there's not enough money to bring in additional staff that can help out there.

And its a whole 'nother can of worms to go from simple AE writing to SSAs and world design.
Bottom line is they need an editor. At least one. What I mean by "editor" is a person whose sole job, or at least primary job to where he can put everything else aside, is to read through all of the stories suggested BEFORE they go into production to catch any glaring continuity problems, and then once more read through all the text of the finished arc to take a pickaxe to the writing. Mark for spelling, word choice, redundancy, sentence structure, grammar and general narrative. I get that QA exists sort of for this, but QA seem to be concerned with showstopping bugs and give text errors a very low priority and "writing" no priority at all. What Paragon Studios need is someone who's willing to tell people their baby is ugly because a LOT of the worst excesses would have been avoided if someone other than the people directly making the story were involved BEFORE the story were finished and put on Beta.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Bottom line is they need an editor. At least one. What I mean by "editor" is a person whose sole job, or at least primary job to where he can put everything else aside, is to read through all of the stories suggested BEFORE they go into production to catch any glaring continuity problems, and then once more read through all the text of the finished arc to take a pickaxe to the writing. Mark for spelling, word choice, redundancy, sentence structure, grammar and general narrative. I get that QA exists sort of for this, but QA seem to be concerned with showstopping bugs and give text errors a very low priority and "writing" no priority at all. What Paragon Studios need is someone who's willing to tell people their baby is ugly because a LOT of the worst excesses would have been avoided if someone other than the people directly making the story were involved BEFORE the story were finished and put on Beta.
people who are good at that job don't come cheap, which is why books cost money.

video games are always going to prioritize gameplay over text content.


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Posted

Quote:
Originally Posted by Kirsten View Post
Then please, I suggest that you do one or more of the following:

(TL;DR: There is a time and place for complaints, and wherever you complain, please do so politely!)

*Calmly, and without vitriol, point out what your problem is: If you make a clear, concise case to the right person, it can make all the difference.

*Ignore it. It's just a game. MST3K Mantra, guys.

*Create your own award-winning MMO and write it better. (I say this entirely without sarcasm, and honestly mean it.)

Please, for the sake of other people who don't like wading through pages upon pages of angry, sarcastic, acidic forum arguments to try and find people who actually want to talk about the actual topic of the thread, please do not do the following.

*Call the writers incompetent: It's rude, unproductive, and annoying to those of us who actually like the game.

*Complain about the writing when it has little/nothing to do with the conversation at hand: It's perfectly valid to not like the writing, and also valid to voice those opinions, but only in certain contexts.

*Don't argue your grievances ad nauseum. It's the internet, and people aren't going to agree with you, but that's no reason to strangle a perfectly good discussion with a relatively minor disagreement.

So I ask, please, for the sake of everyone, to stop arguing and complaining about the writing. If you must, please do so at the appropriate threads, and not in the midst of unrelated discussions. I'm only asking this because I'm tired of arguments. You may not like the writing, and I can see where you're coming from. But I do not want to hear about it. Thank you, and goodbye.
This entire post needs editing.


 

Posted

Quote:
Originally Posted by Nethergoat View Post
people who are good at that job don't come cheap, which is why books cost money.

video games are always going to prioritize gameplay over text content.
Honestly? I can believe it, but I'd say that at the very least someone who speaks English well will do just fine. Hell, I'd do it for free, but they'd never hire me


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Honestly? I can believe it, but I'd say that at the very least someone who speaks English well will do just fine. Hell, I'd do it for free, but they'd never hire me
I'd also do it...I've actually been writing a superheroic work for a while, but I need to find an artist to actually get it going.


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Posted

Quote:
Originally Posted by Samuel_Tow View Post
Honestly? I can believe it, but I'd say that at the very least someone who speaks English well will do just fine. Hell, I'd do it for free, but they'd never hire me
well, I'm not defending the general failure to spell check and apply the rules of punctuation to in-game text. =P

Just saying hiring a story editor in the traditional sense is probably outside the financial purview of Paragon Studios...


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Posted

Quote:
Originally Posted by SpyralPegacyon View Post
Everyone has deadlines, sure. My point is that I'm not entirely sure that the writers really are separate from the mission designers, and that gets into my other point about the budget. I get the impression that at Paragon there's not a lot of people wearing a great many hats. Just look at the response every time we bring up all the known typos. Lore checking, spell checking, et al all get left by the wayside and there's not enough money to bring in additional staff that can help out there.

And its a whole 'nother can of worms to go from simple AE writing to SSAs and world design.
That seems to miss the point. It sounds like you're saying the reason why we have continuity errors, typos, grammatical errors, and sometimes broken writing is because the writers are too busy world-building to spend time writing effectively.

But we don't allow them that excuse if there's a giant hole in the geometry or if the elevators in the missions don't work. If someone said the world-builders and map editors are spending too much time writing to make the missions work correctly that someone would be ridiculed, rightly so.


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