Ask City of Heroes Lead Designer Jack Emmert
Massively Multiplayer games have grown increasingly popular in the last few
years, and one of the hottest products out there today is NCSoft and Cryptic
Studios' City of Heroes. City of
Heroes is currently hovering around the 180,000 player population mark,
with a European launch for the game coming up fast. The lead designer of the
online super hero game is Jack Emmert, veteran of the video game and
roleplaying game industries. He has written gaming supplements for Deadlands and All Flesh Must Be Eaten, reads
several dozen comics a month, and saves the world on a regular basis. Jack has
kindly agreed to answer questions from Slashdot readers about game design,
massive games, and what it's like to be a superhero, so go
ahead and let em' fly. One question per post, please, but as many questions as
you'd like. We'll forward the best on to Jack to answer and post his responses
when we've got them.
I'd like to hear about this decision since it's so obviously 180 degrees away from what other designers have been up to. What was the reason for this decision? Was it a public health consideration, a method of letting more casual players keep up with the no-life crowd, a way of reducing load on your servers, or are there other more significant reasons that I'm not seeing? Do you think that this decision has impacted the playerbase of your game considerably in terms of who picks up the game and who is still playing a few months in? In hindsight, should you have structured this aspect differently?
Every year during my review, I just pray the words "slashdot.org" aren't mentioned.
I have never heard of CoH. Anyone care to give a primer?
If you had the option of living the rest of your 'real' life as your character in your game, would you?
Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
I'd like to know how they designed the game without ever thinking about end game content. I played this game for all of a month before I realized that once I made it to 50, there was going to be nothing for me to do. After reading the game boards, I found I was not alone and that lots of other people had reached the level cap only to find they'd wasted their time.
Well, it has never been successfully tested.
when people call it "City of Heros"?
How many more people do you think City of Villians to the game?
Violence is the last refuge of the incompetent - Isaac Asimov
I was curious when City of Villians will be rolled up with City of Heros?
It would be very kewl to be able to choose, at time of character creation, either a Hero or a Villan.
Please let us know if, and when, this should happen.
"I think you know what I'm talkin' about, Mr. President; We're gonna kill us a mummy!" - Bruce Campbell as Elvis Presley
So, Statesman...has Magneto asked for his helmet back yet?
Where do you draw your inspiration from? Do you find that people compare your game to all time greats like Everquest etc?
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Jack, I played COH for a while, and am still very impressed by it. You should be proud of your remarkable achievement of finding the right niche. But after playing a couple months and doing several story arcs, I fell into the level-grind abyss. Things stopped being fun. The distance to my next power was seen in terms of xp, not in terms of heroic adventure.
So, what is going to happen to get me back? How can you significantly reduce the "level grind" (even if it's just the feeling of grinding levels) to get casual players like myself back?
I've been playing CoH (way too much!) since beta, and have really enjoyed it, but I am running into some of the same issues that alot of others are running into, lack of content, lack of purpose, no new powers, nothing but "grind". My question is this: With all of the new MMORPGs coming out (EQ2, WoW etc) this month, what will CoH do to keep my interest (and paying account)? New powers? Anything?
Drinking habits can be dangerous. You can choke on the cloth and the nuns will wonder where their clothes are.
Have there been any thoughts to incorporate his character or his message in your MMORPG in a more permanent way, perhaps allowing players to discover in-game through a quest or discussion with an NPC the merits of what he was proposing in real-life (making health research a priority, investigating the potential of stem cells, etc.)?
Try not. Do or do not, there is no try.
-- Dr. Spock, stardate 2822-3.
I would love to pay you a monthly fee, but alas, my Powerbook and it's Radeon 9700 are unsupported.
So why no Mac support? Any request to your tech support department is a canned response.
Is it possible to iron your cape? Because I like to look fresh and clean in the game? Thx
(This comes from someone who has never played an MMPORG, as I've got enough subscription-based services to take care of, like electricity, food, web access, and smokes.)
Is Geko still nerfing accuracy? Kidding, kidding.
Real question: Looking back at CoH's development, if there was one thing you wished you did differently, what would it be and why?
"Useless organic meatbag" -HK-47
Hello!
A few years ago before massive multi player online games became popular I tried to get a group of friends working towards the creation of such a game. It was all for vain. Having been working on these for years now, where do you see the next big leap in gaming or massive multi player games?
I've played MMO's, and I haven't been impressed. I think some of the lingo speaks for itself ('grinding'). The last game I got into was Star Wars Galaxies. While technically the game was very nice, and the gameplay was decent, the game became extremely boring after only a few hours of gameplay.
I've also played games like Zelda, Occarina of Time (a classic), and the newer Zelda, Wind Waker. Both games contained a series of puzzles that needed to be solved before allowing the story to progress. It was this sense of achievement that made the games fun to play.
In MMO's, I have no sense of achievement. Obtaining the next skill level doesn't get me anywhere, it only makes me more powerful.
How will MMO's of the future fill this sense of achievement? Or do you see games progressing more towards the "Life simulator", like the Sims?
Not to knock the present CoH comic, but what are the chances of getting some 'name' talent to produce some issues in the CoH universe?
I understand that without some risk, death in a MMORPG would lose alot of the "tension" that game designerns feel that players need in order to stay "hooked". As a player, I can tell you that the exp penalty of dying is usually what ends up getting me to cancel an account. When I see all that debt/exp loss/penalty I start thinking "Why am I wasting my time here? Its a nice day outside..." Even the illusion of "exp debt" that CoH has still amounts to the same thing: total playing time added to make up for dying. Since death is frequently not a player's fault (lag, imbalance, etc...) I can tell you that I am very attracted the the approach that WoW is taking with having no death penalty other than travelling as a ghost back to your corpse. My question is this: What goes into the decision for death penalties? Has anyone actually asked the players if this is what they want?
Drinking habits can be dangerous. You can choke on the cloth and the nuns will wonder where their clothes are.
Duping seems to be the bane of many online role playing games. (Credit duping, item duping, etc.) What steps have you taken in CoH to avoid this problem?
I've tried MMOGs before to little satisfaction. I am skeptical of the entire genre, is there anything City of Heroes can do lure players like me that normally will not have anything to do with MMOGs?
With several highly anticipated MMOs launching this year and next year (WoW, EQ2, Matrix Online), what is your perception of competition in the MMO industry, has it become too crowded? Do you believe new games can be supported by drawing new players into the genre, or will these games pull mostly from the existing player base?
D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
Is COH just a graphical MUD, or is there something I missed? They seem to have added a lot of cool effects to the combat. Other than that, I'm not sure what this guy "designed". Seriously. Christ, they even call the monsters "mobs". What's different?
Don't try that "protecting the children" shit you people use to keep the tits and bad words off my TV. --Seanbaby
I recall reading a couple of years ago that you didn't want CoH to use a class system. But with "archetypes" that define the powersets available to a character, that's essentially what happened. What made you feel this system was necessary, rather than a more freeform system where players could simply choose their powersets from all those available in the game?
mr. emmert:
as a pen & paper gamer myself, i'd be curious to know your opnion on just how transferable traditional RPG skill-sets are vs PC or console-based skill-sets, beyond the obvious things like coding, etc. i'm also curious to know what pen & paper designers would you consider most influential on your own work, beyond dave arneson & gary gygax of course.
ed
In a game where super speed is one of the 4 travel powers, why did you design levels that are impossible for players with SS to get around in? (Terra Volta, Faultline etc...)
Drinking habits can be dangerous. You can choke on the cloth and the nuns will wonder where their clothes are.
I left CoH after being in beta and signing up for the first month. They game was interesting, but it didn't have that "hook" that other MMORPGs have had for me. There just didn't seem that there was much to do, other than beat up the thugs. I know other people who have since quit CoH feel the same.
What's in CoH now that you feel would be a good reason to come back and what do you have planned in upcoming expansions that might keep me coming back?
CoH is the first game I've noticed since Asheron's Call to really provide large amounts of new content on an ongoing basis. That's great. So far we've seen amazing amounts of new stuff. Will there be new powers or costume pieces any time soon?
180,000 players is lot of people -- obviously, not all of them are online at the same time. But even so, what's the backend of the game like to handle that number of players?
Do you have redundant servers to handle systems failure? Are they geographically dispersed to avoid "backhoe" cable cuts? What are some of the operational challenges involved with running a Massive Multiplayer game?
Chip H.
Any chance we might see a Christopher Reeve statue somewhere in Paragon city?
We are starting to see a new trend in MMORPGs wherein certain aspects of the game take place entirely in personal (or group) instances. COH, WoW, and many other games are doing this on a small scale, but the up-and-coming Guild Wars takes this idea to the max. What are your thoughts on the role of instances in the future of online games? Aren't they taking the 'Massive' out of Massively Multiplayer?
So I suit up in my tights, and head out for an evening of fighting crime. In said evening, I may see the hospital 1, 5, or 20 times. In CoH, the death penalty (the hospital) is much more forgiving than in games past, where you might have to retrieve your corpse and all your gear, lose experience, lose levels, or even permanently lose items, but it still seems like a mechanic that needs some real serious foreward thinking.
I guess my question is, whats the infatuation that MMO games in general seem to have with dying (ok, losing)? Is it to force grouping with healers? Is it to protect higher level content from lower level characters? Can the bright shining minds in the game development world not get past this age old issue, and give us some really well designed new mechanic? Unconsciousness, stat loss, or perhaps even something as progressive as losing control of your character as his mind enters a strange psychosis, and the AI forces your character to flee to safety. To me, any roleplaying game should encourage the hero to actually survive!
Do you have any plans for development of another MMORPG - possibly Fantasy or SF based - using the City of Heroes game engine?
This subject just came up today as a discussion on one of the gaming boards in fact. Many current players of City of Heroes who posted there seemed to think they would be very interested in the possibility of a Fantasy-based MMORPG using the same game engine. Obviously, when adapting it to a new genre many changes would be required.
Cryptic has shown they can think outside the box and push the envelope in MMO design, it would be very interesting to see what they could do with the more traditional MMORPG genres if they put their mind to it.
I would love to see a 3 realms at war style game a la Dark Age of Camelot based on the COH design and interface...
"The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
I was wondering if City of Heroes ( which I played at a friends house ) can be available on for a Linux x86 based system? I seem to have used up all my money making my 100% Linux compatiabale Athlon 64 and so did not have any money to buy a Microsoft Windows License.
As a gamer geek but also a new father and a victim of the economy, I have to be very careful with my 'entertainment' money. I've heard good things about CoH, but I can't justify buying the game if I'm only going to be playing it for a month (I can really only justify that with $15 bargain-bin titles). Will CoH have a one-week (or, better, two-week) trial available in the near future?
Second question, if I may: Everyone talks about how MMORPGs are different from 'traditional' RPGs mainly due to the lack of a strong, world-changing storyline. Granted, comics aren't always world-changing except for the occasional crossover, but you never see Superman's secret identity being revealed to the world in the pages of, say, JLA. Comics have a definite 'solo' vs 'group' theme going. Is it possible to really have a single-character-changing experience in CoH, or is it all mainly "Nothing major will happen; this isn't hos book" vibe?
Besides moral support, and you need a good group to even get that, when will Super Groups provide some additional functionality?
Eschew Obfuscation
City of Heroes had a fantastic beta, with much communication with the dev team, and a sense that the game was truly moving forward.
However, almost immediately after release, issues regarding aspects of the game that had been widely known, reported, and even confirmed by developers to be working correctly during beta (i.e. Super Speed, Hasten) were quite savagely nerfed. Along with those nerfs was a change to the con system that drastically slowed the pace of advancement in the game.
One expects MMOGs to be in a state of perpetual change, but the severity of the changes made were practically unprecedented in the genre. What changed between beta and release that made those specific issues such a priority and warranted such a drastic change?
I am not quite sure how City of Heroes is set up and it seems that you cannot leave City-1 and go to City-2 due to some reason or the other. I was wondering if you could travel by a Train over a period of days there, so all the database stuff can be synced up and you won't loose your character ?
Another thing that I think would be cool if their was something like your City of Heroes Character can go back in time to and save people or get teleported back into the past and have some sort of story along those lines. But definately CoH is a kick ass game.
If you follow the CoH forums you notice a small positive opinion and plenty of negative. That information is also from a relatively small number of people that may or may not be playing the game.
How do you and your staff sift that input to find valid points against the noise?
Read it. Then Slashdot can get back to something more fresh.
Since the official launch, can you think of something that really, really surprised you about the game? Did the players start to do things you didn't expect, or did some game mechanics/results turn out far differently than you thought it would (for better or worse)?
That said, it's still a somewhat valid question if you tweak it a little: Since CoH has a few features built in to level playingfields and generally feels a little more slanted towards the casual player than other MMORPGs, why didn't it include a system like the one in WoW where it encourages players to go out and get some air/sleep/food?
Do you play your own game, do you play other massively multiplayer games, consoles, board games, or do you just like to design em??
When you do play are you a 'serious' gamer, or are you playing causually, or are you playing as a professional who has an stake in keeping up with what is going on in the gaming industry?
What do you think of the how other games have handled trying to avoid the 'level grinding' like A Tale in the Desert and Puzzle Pirates?
Aside from capes, what was the most challenging part/element of designing CoH?
The new cape animation is pretty good.
Alot of the complaints and concerns about MMORPGs resolve around the ongoing monthly fees. Can you give us any idea of how these fee's are spent?
ie. What portion pays for the servers, and the content development.
I know exact values aren't likely, but I've always wondered how much of that fee goes back directly into maintenance and content development.
What's stopping more real-life equivalents from crossing over into MMORPG's?
I'll give an examples to illustrate my point:
-griefers are a problem; why not allow either (part of) the dedicated live team or 'the good players' (meaning those who play a lot and have good community standing [you dev's know who your cream of the crop are] and maybe an innate sense of fairness) to become cops or peacekeepers within the game? Give 'em not-exactly-admin powers, but enough to grief a griefer (maybe after being called up on an ingame 'hotline' and judging the situation).
My point is really that MMORPG's have real-world problems...so why not use more tried and true real-life solutions?
-- Waht? Tehr's a preveiw buottn?
Recently I started a thread on the COH suggestion forums that got a high rating about wanting a new ski area zone after having seen how ice worked in one of the missions I played. I also mentioned in a later post if there was a map editing tool I'd probably make it myself.
Do you think most future MMORPGs are going to stay with the developer-based content model like COH and Everquest, or do you think we'll begin seeing more user-based content such as in Second Life?
Do you think Cryptic will ever release some kind of content editor (aside from the already incredible character creator) to the users?
Introducing the new Occam Fusion! Now with sqrt(-1) fewer blades!
All XP lost on death in AO (which could be zero anyway because you can insure at any time) goes into a death pool, and it just comes back out to you in large chunks whenever you earn XP, so there is never any XP actually lost.
It's kind of fun to get huge amounts of XP back per kill while you still have XP in your death pool. Very good solution.
Maybe suggest that for CoH?
"The question of whether machines can think is no more interesting than [] whether submarines can swim" - Dijkstra
Huh? I live in Europe, and I played the game from the beginning - got the box two days after the release IIRC. How is it not launched in Europe yet? The only thing is that we can't get the comic book thing that they offer in the US, but that's not really a big loss.
Now that MMORPG's are a "genre", making your version stand out from the crowd has got to be a challenge.
So is it 1% perspiration and 99% inspiration, the opposite, or somewhere in-between ?
Absolute statements are never true
Two-parter:
What's the biggest misconception the general public seems to have about the job of Lead Designer, and what's the best path for me to take to get your job? (you know, like, at a different company...heh.)
Netjak.com independent reviews of domestic & import video ga
While not books regarding gaming, or programming, or even networking, the below noted books by James Jerome Gibson have a fascinating collection of thoughts i've always thought highly relevant to anyone creating cyberspaces that are 3D in nature.
Have you read them and found them useful in your MMO development work?
Gibson, James Jerome (1966). The Senses Considered as Perceptual Systems, Boston : Houghton Mifflin.
Gibson, James Jerome, (1979). The Ecological Approach to Visual Perception, Boston : Houghton Mifflin.
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"There is always some madness in love. But there is also always some reason in madness."- Friedrich Nietzsche
Guild Wars will try a unique model where there wont have a monthly fee, but they'll have lots of expansions to keep people paying money in. Either way, you gotta front the cash with these types of games.
For those of us who are programmers, and would be interested in getting into developing a MMO, what would be the best way to get into the industry?
Currently, any game company will give you the canned response -- "you need experience building games and must have shipped X megahits"...etc. -- but unless you've been developing games your whole life, this is impossible. What route did you take to get into your position, and would it be viable for others?
I would go so far as to say that Everquest BEGINS when you hit level 70, not end. Unlike CoH.
What do you think of the MMOG market as a whole? Over the past few years, we've seen a flood of games released. We've seen sequels to established games - Everquest II, for example. We've seen games based on licenses, such as Star Wars Galaxies. We've seen high-profile titles such as Mythica cancelled. We've seen completely unique ideas, like A Tale in the Desert. Obviously, the market is completely different than it was even a year ago today.
Put simply, what do you think of the market in its current state, and what future do you see for it? Will you be a part of that future? MMy question is simple, but I think we need at least one question that's not related to the game or to Mr. Emmert directly.
What do you think of the MMOG market as a whole? Over the past few years, we've seen a flood of games released. We've seen sequels to established games - Everquest II, for example. We've seen games based on licenses, such as Star Wars Galaxies. We've seen high-profile titles such as Mythica cancelled. We've seen completely unique ideas, like A Tale in the Desert. Obviously, the market is completely different than it was even a year ago today.
Put simply, what do you think of the market in its current state, and what future do you see for it? Will you be a part of that future?
The question might not seem very exciting, but I belive that Mr. Emmert is in a very unique position to answer it...
Goo goo g'joob.
Just to note, the followup game, City of Villians, is going to be co-produced by Shane Hensley, who is the main developer of Deadlands.
For those not in the know, Deadlands is a 6 year-running Role Playing Game series. It's first game, Deadlands: the Weird West, is set in an alternate history US, where an Indian Shaman opens a door to (basically) hell, and evil spirits flow into the world, causing, amung other things Magicians to use real magic (by playing card games with demons), Indian Shamans to get real power, and causing the US Civil War to go from 4 to 17+ years. It also has two secondary games - Deadlands: Hell on Earth (futuristic post-Apocolypse) and Deadlands: Lost Colony (extra-planitary colonization), as well as a CCG called Doomtown (based on a fictional town in California durring the Weird West). It's a faboulous deep, great story game, and is in the next year (March I believe) due for a relaunch (Deadlands: Reloaded) where a new system will be launched.
If your a type who likes RPGs with some meaty story, and hates hack-n-slash, please take a look.
(and note: If you like PDFs, every book in Deadlands is avaiable as PDF downloads so no need to hunt down out-of-print books!)
I'm an active COH player and an ex-everquest player. I must first give you kudos for making a really polished, fun game. It's really a great take on the MMORPG.
The game has a bus-load of fun ideas. The badge system is great. The costume system and character creation are amazing. Technically, the game is top notch- great mapmaking, great animation, etc...
One of the best ideas is simplicity. Starting players don't have to worry about complicated inventory systems. They just go out there and start kicking butt. Kicking butt is not to difficult, because the player is quite a bit stronger versus the environment compared to previous MMORPGs.
But that simplicity becomes a drag in the later game. I've got 3 characters approaching the high end (mid 30s) and I'm starting to dislike the slow experience grind, with nothing to look forward to but a new ability every 3 levels.
Missions are fun, but they get a bit formulaic. With one huge exception, they offer uninteresting rewards and have cookie cutter goals. (The exception being the wonderful respec mission)
I'm sure it was a conscious design decision to have no inventory system, no armor, no weapons. And I think that's a great idea, at first. But by the time you're level 30 and you've played the game for a couple of months, you really start to want MORE. The enhancement system doesn't cut it. That's just a trip to the store every 5 levels. I'd like to get a cool piece of (origin specific) armor when I complete a task force.
Even baby steps in this direction would great. A way to distinguish myself (other than aesthetically) from other players would be nice. This could also give origins a chance to actually matter.
So the question in all of this is- why the aversion to traditional RPG elements, even at high levels? Is this going to change?
A port of Linux and Mame into the Nintendo DS already in progress!
I played a few MMORPGs and CRPGs and always run into the same problem. The world is static, my actions have limited scripted outcomes or little impact on the world at large. When you read a good book, you follow the exploits of a main character, see the world react to them and them react to the world. When you play pen and paper RPG's you get this same sense. The DM (if he/she is good) makes you feel like you have accomplished something and the world has changed because of what you've done. In MMORPG's you have thousands of main characters running through the same plots. (i.e. quests). The outcome is the same if I do it or if the other 9999 people do it. So my question is, do you think it is possible to get that sense of "changing the world" of good books and RPGs in MMORPGs or are they two totally seperate beasts? Is the main goal of MMORPGs always going to be "Gotta kill the XXX boss so I can get the magic XXX so I can...uhhh....brag?" _phloydde
How did you end up in the video game industry, and what experiences in high-school and college helped that move? and/or What path would you recommend for someone interested in getting into the video game industry?
This does not sound very fun, and aside from social aspects, what gameplay features do you plan on implementing to make sure CoH strays away from this rut that every MMORPG has thusfar fallen into?
Buy Steampunk Clothing Online!
I really enjoyed the Trick or Treating Halloween Weekend. When and how did the idea come about? Was this something that was planned from the start of the game or was it an after thought?
When a Ball Dreams, It Dreams it's a Frisbee.
I'm guessing at least part of the infatuation is that player's want it.
I play a fair amount of Diablo2 these days, and while not a MMO in the classic sense, it shares many of the traits.
In it, you have the choice of playing "hardcore" (die and you're gone period) or "softcore" (die and you lose xps & cash, all your items are with your body and need to be recovered, etc).
LOTS of players, myself included, choose to play hardcore. It's the extra rush of knowing the death is indeed permanent.
I would think that CoH and any other MMO would do well to cater to both mindsets.
Reason why there is hope for the future generation #364:
"I wish my grass was emo so it could cut itself."
World of Warcraft has a huge base of Blizzard fans and the company is generally one of the best in the business. Is the City of Heroes team (and other developers) scared of it?
One of the things my friends and I comment on most about the game is that it is fun. However, we almost always follow that up with a comment how poorly the game runs. Even on high-end video cards (my roommate's Radeon 9800 and my GeForce 6800) with better than average CPU and RAM the game runs so choppy and slow. It seems to be that if you don't turn your particle counts down to nothing, it's visually annoying. Also, visual sluggishness seems to be directly affected by ping and since all the servers we can choose from seem to be on the East Coast or something, we ping ~200ms (190 in good times).
It's kind of aggitating to me because I've played WoW in early beta and it felt like a finished game compared to CoH (at least game-engine wise).
I'm not trying to flame or anything, I'm being honest. Why aren't there servers on the west coast, and if there are, why aren't we shown server pings so we can pick which one we want?
CoH probably has the most flexible system for designing the visual appearance of a character of all the MMORPG's I've played or tried (beta/free trial, etc.). The Star Wars Galaxies character designer is maybe a little more flexible in certain areas (face, age, and weight), but I think CoH's offers more variety. It usually takes an hour just to play around with how your character will look.
Due to its flexibility, it's not too hard to make characters that look very close to copyrighted comic book characters etc.
How big of a struggle was the content creation process for costume items. For instance, were certain masks rejected by your legal department because they looked too much like Batman's or perhaps Cyclops' visor. Also, has anyone actually calculated the number of combinations of all 5 archetypes and origins?
There has been an overwhelming call on the City of Heroes forums for the Superstrength Powerset to be added to scrappers or for a new powerset to be created that would allow similar looking attacks. Has this been considered by the developers or are there any other plans in the work to grant the overwhelming request to "punch the bejeezus out of things"?
I realize that there are balance concerns, but most of the posters are simply asking for a non-skilled punch based powerset. Essentially it is a visual issue more than anything else that is preventing players from playing the type of character that they truely want to.
The trick or treat 'party' was an amazingly fun break from the usual mission stuff. I actually felt like I was trick-or-treating! Do you have any plans for Christmas?
I was wondering what your thoughts are on the current state of the enhancement model for power upgrading and customization.
Quick version of comment and question: As a longtime player it seems that enhancements turn from a rewarding and fun aspect of the game into a tedious chore as you progress. Do you consider the current implementation of enhancements an unmitigated success? And do you think the system will go forward unmodified from its current implementation?
Long version: I see enhancements as a mixed bag. On the positive side the system allows one of the great advantages that your game has, a relatively easy way to implement a sidekicking system. Another great benefit is how flexible character choices are for how their own powers work. On the negative side however enhancements just seem to become more and more tedious as the levels go up. In more traditional mmorpgs and their equipment model you seldom needed to worry about details of any particular item, if you got the Super Awesome Sword of Slaying, you just equiped it and were done with any choices till you came across another item. With enhancements, and the large number of enhancement slots, enhancement management gets to be more and more tedious as you progress in the game. Especially considering the "aging" model that enhancements age out of usefulness every few levels.
My issues with enhancements and their consequences on characters in no particular order:
- Aging of enhancements lead to a weird "roller coaster" effect on character power. Every chance you get to upgrade enhancements (every 5 levels) your character gets a considerable power boost, and then declines until the next chance to fully upgrade.
- Trading enhancements with players just doesn't work at higher levels. (and is questionable at lower levels unless you can get SO's(read level limited more powerful upgrades) early.) Yes, you can buy enhancements on the market, however at the higher levels when many powers need to be working their best buying over 50 enhancements is a rather unrealistic way to play, it just isn't worth the time or effort to spend 5 minutes negotiating a sale when influence(money) is almost worthless, and you are only able to buy an upgrade for 1/6th of one of your many powers by doing so.
- Enhancements as a system of reward is broken because of the relative value one single enhancement has on your character. At higher levels I essentially NEVER get excited about an enhancement drop. Lets face it, enhancements are the only system of Loot in the game, and the same 1/6th of just one of your powers problem is here too. When I have 18+ powers and I can upgrade 1/6th of one of those, it is barely a measurable change in my characters power.
- Because of the lack of excitement of enhancement rewards the boon you get on completion of high end task forces in the game is incredibly anti-climactic. "I just saved the world and all I got was this lousy enhancement."
As a result of these issues and others enhancements just become a tedium as the game progresses. (managing, selling, upgrading and trading all become work rather than anything that contributes to the fun of playing.)
Some of these issues could be addressed easily. (The rollercoaster effect could be elminated by allowing purchase of all lvls of enhancements from stores for example.) However the lack of a viable (imo) loot system is a serious detraction from the game. Perhaps a global power upgrade system that could be awarded on story arcs and task forces would be a possible solution, say an item or even a secondary system of enhancement slots that upgraded one aspect of all powers a (possibly very) minor amount.
Finally the question, how do you think the current system of enhancements is working, and are there any changes you think might be made to make this aspect of the game more exciting/rewarding for players?
Being one of those people who now have multiple 50th level characters. I have to assume there's going to be a new rewards system for repeating, experiencing content and continuing to play the same character. What are some ideas that are being bantered about Cryptic at this point?
And what's planned for better mission interactivity?
We're aware there are skills (the out of combat system) and Kheledians in the future. But neither of those directly impact how experienced characters fight the good fight and continue do things to entertain themselves. We're well into the realm of been there, done that, don't want to do it again. And it's tremendously poor that you can run out of missions to do.
What's out there to entice veteran players to play their favorite high level main chararcter?
PS: It'd be really nice to have the opportunity for player submitted content. Which would be a really ground breaking for MMO's in general.
I would like to ask generic questions about Cryptic's future releases plans. Does cryptic have any future game plans other than CoH? As well, will they be strictly MMO's or single players as well?
I know NCSoft is a Korean game software developer (in fact, it's one of the biggest in Korea, with tons of people competing to get into the firm every year). What is/was their role? Do they supply the networking expertise, while Cryptic designed and developed the game and its engine? Or was there a mixed team of developers from both companies working on the whole thing from start to finish?
Will the game ever have advanced features such as multi monitor display? Multi-CPU/HT support?
On the last day of the beta test, there was a famous invasion of Paragon City. Now, in the live game, there have been a few events like Trick or Treat, but there hasn't been any real attack or invasion approaching the Rikti invasion in size. Does having a number of worlds instead of a single one make things like this harder to implement? Is it hard to create events that players of all levels can participate in? Will we see more major events in the coming months?
1. With so many heroes possessing herculean strength (hence the term "herculean", of course), are there special structural considerations you have to make when designing buildings? I mean, it only takes a few pissed-off Samson types pulling over columns before your "City of Heroes" is more like a "Ruin of Heroes". I realize this may be more a question for the "City of Heroes Chief Engineer" but hey, you're the one answering the questions...
2. Also, do you have the city apportioned off according to ability, cloak colour, age, or what? How do you deal with disagreements between various heroic neighbours? For instance, my cousin Freddy's a hero who lives in the older planned hero community of Superville. His neighbour two doors down is the only one on the block who can fly, and he's always zooming in drunk in the middle of the night, making a racket and showing off. He'd like to move to a neighbourhood where the flying heroes live somewhere else. Just an example.
Eagerly awaiting your responses,
- Andrew.
www.clarke.ca
Thank you for an enjoyable game. I only levelled to 34 before it became less enjoyable and more a grind. However I do have to commend you on the Defender class and more specifically the Empathy line. It was the first healer in an MMORPG that I've played (and yes I've played almost all of them) where sacrifice was an important aspect of the class.
For those of you who haven't played, the Defender's Empathy power set was the most robust when it came to heals. However the Empathy Defender had only 1 way to directly heal themselves, with the least powerful group heal. Sure they could use the health regeneration boost as well, but it is more a small HoT (heal over time). The Empathy Defender's biggest heal (Absorb Pain) actually hurts the Defender and makes them unable to heal for 30 seconds or so.
This same concept is shown now in Guild Wars, where the Monk cannot heal his or herself except through their mitigation buffs and one group heal. The monk's group heal also heals enemies which requires an even higher level of proficiency to use in PvP.
My question then, was this a direct way to balance and challenge the top healer class for PvP? I've seen PvP Healing to be a debate in other games (Anarchy Online and EQ especially) and this seemed an interesting way to deal with it and not harm the PvE component too much. I'm eager to see how CoV shapes up for the Empathy Defenders/Controllers.
Sacré-bleu! Where is me mama?
As a long time game designer, why did you choose to go through the cliched "Skills and Levels in an RPG" route for COH, when there is such a huge gaping hole for MMO games that don't have their core game mechanics rooted in old-school tabletop mechanics?
I played the open beta of your NCSoft family member Guild Wars this weekend and was very impressed. What effect will Guild Wars have on the MMORPG industry if it succeeds at providing a high quality MMORPG experience without the monthly subscription? What effect might this have on CoH in particular?
Because if there's one style setting that's totally under-represented in online RPGs, it's fantasy!
What have you learned about what players want from MMORPG's from the creation and operation of CoH, and will you apply what you've learned in future expansions? Or will that be saved for another MMORPG to be stuffed into an already crowded enviroment?
1) City of Heroes is the only major MMORPG, to my knowledge, that puts out expansive updates on a regular basis that add tremendous content into the game. EQ, for example, releases a bunch of small changes bundled together in expansion packs (some of which have been less "expansive" than the free content updates), and SWG has been playing catch-up with content promised at the beginning. What enables CoH to pump out large updates relatively bug-free using only the subscription fee, while other MMORPGs charge an extra fee by releasing them as expansion packs? 2) I just completed the Cavern of Transcendence trial and found it to be one of the most fulfilling gaming experiences in recent history. Even though we failed due to the time limit, the change of pace of getting players organized into the right positions on a time deadline was really neat. What made it even better was that due to the less "hardcore" nature of the CoH fanbase, none of us had any idea what was coming up on the way in. Do you have plans to add more Trials such as these (for example, the Dam defense trial that was hinted at previously)?
That's well and good (and thanks for the information), but I think he was asking for a native version -- which I'd like and pay money for, as well.
Besides, what about all those other games out there that Wine can't handle? Maybe I'm straying from the topic, here, but the more games get coded for Linux, the more games will get coded for Linux. Hell, if I was a graphics programmer, I'd be out there coding games right now.
All MUD-based games are simple skinner boxes in which we are expected to perform repetitive tasks (killing mobs, missions) to get rewards (levels, powers). I played COH for a couple months and appreciated how your team shifted away from the standard MUD model by incorporating missions and large group missions as opposed to relying on just killing mobs which pop-up. Still, its just a variation on the skinner box and there is a lot of MUD-like killing.
Ironically, there is no incentive to "act like a hero" in City of Heroes. Everyone has their role to play, be it tank, healer, hitter, etc. Its very formal and deterministic. Trying to be Spiderman or Superman will get you killed quickly. Can you break this formula and deliver a game in which taking chances produces results? Can you envision a level-less character system? That is to say a game where your cunning, skill, intelligence, patience, tactics etc determine your strength not your level or armor rating? A game where a gunshot kills any level character and only the better players survive regardless if the character is 2 minutes or 2,000 hours old?
not sure if this will get modded up, I'm posting a little late, but anyway...
One idea that has always been interesting to me is a shared world between many online type of games, COV seems to be the first game to do something like this, with two stand alone clients connecting to the same world. Star Wars Galaxies tried to do something similar by allowing many different play styles. My question is this: With many different types of popular online games (first person shooters, RTS, RPGs, as well as more social type games like A Tale in the Desert and The Sims Online), what do you think of the idea of having a single shared world in which multiple types of games take place.
Famous Last Words: "hmm...wikipedia says it's edible"
I happened to notice that if you zoom in very close to the textures on one of the magazines sitting on a table in mission - the cover features the BSD daemon! This got me to wondering - do you use FreeBSD on any of your servers? What platforms are you running on and what kinds of challenges has the scale of an MMORPG presented to that system?
Sometimes my arms bend back.
I think one way to keep people playing is to really work with the concept of superheroes/groups becoming well-known among the other players. I would love to see statues, plaques, etc. dedicated to amazing acts of bravery, chivalry, self-sacrifice, and so on.
I also think it would be interesting to have an in-game museum where players can go look at screenshots of famous battles, scenes, and whatnot.
Finally, I think characters that have hit the endgame stage should have an option to keep playing that person or become an NPC "contact" (person who gives missions to players) permanently in-game.
Frankly, part of being a superhero is about gaining notoriety--I would love to see outstanding players recognized and immortalized.
I realize as the designer this isn't really your thing, but...
180,000 players x 15 bucks a month = 2.7 million dollars per month. That's over 30 million dollars a year. Add in another few million for (probably more than) 180,000 initial purchases of the game. Now, surely, I want you and your team to be rich, and no doubt there's a lot of bandwidth to pay for. But still, it seems a tad expensive.
Couldn't these games cost, say, five dollars a month? The (exorbitant?) recurring monthly fee has been the single biggest thing keeping me away from MMPs.
I should point out that I'm the sort of person who will donate to keep my favorite servers online, but I realize that model might not work on the scale we're talking about.
Convince me you're not gouging me and maybe I'll give City of Heroes a go.
Is that ultimately much of the game's tasks ended up being tedious and repetitive, especially when it came high-time for a community-wide advancement project.
The game itself practically encouraged macroing in its design, as to really do anything you often had to click whichever crafting device you were working on at least 3 times, then go to the next device, click some more, etc. Hello poor ergonomics! Hello carpal tunnel!
In essence the game's concept is interesting, but its execution is ass-end ugly and inelegant. The only saving grace of the game appears to be its community, who are all willing to pay $15/mo for the priveledge of playing together, regardless of how poor the game is.
However, I'm downright inspired by the fact that this game this low-budget can exist and be somewhat finacially successful, even though the users get the shaft at almost every turn. That's impressive.
City of Villains is a "related" game that you can play seperately or at the same time. They are actually trying to swing a deal so that you only have to pay one subscription price.
No! It's a *SIG*. Keep the Special Interest Groups away! (Con joke!)
where do you see the future of gaming going?
With the amount of money required to produce games, and the increasing levels of expectation on the part of the consumer, do you see the distinction,(and independance) between say the film industry and the immersive games industry blurring further, or do you see them as intrinsically separate art forms?
I must first off compliment Mr. Emmert and the other developers of City of Heroes for crafting an outstanding and overall FUN game. What is the creation process the team goes through to come up with the in-game events? Having not been in the beta and too busy to take part in the Rularuu invasion, I spent much of Halloween "trick or treating" with my friends and beating up werewolves and the like. It was the most fun I've had in a game, ever, and earned my everlasting loyalty to this game. This is one player who will not be jumping ship for World of Warcraft. Do you have a team of writers who come up with the concepts, and then on to storyboarding and coding? Are there any plans for more scripted, involved events in the future? Do you plan to keep up with the updates as well? Your customer support staff is fabulously responsive, and the updates are fantastic. Any details on the upcoming DVD version? I understand there might be some "perks" for those who purchase it?... Thanks again.
In another popular mmorpg, Dark Age of Camelot, you won't see many active healers anymore. over 85% of the healer classes are actually buff bots on 2nd player accounts used to give each player 'god mode' status out in the rvr areas. While Mythic Entertainment no doubt loves this(they can artificially inflate the user count while making twice as much cash), it is ruining the game on so many levels(try beating someone with a bot. And try finding a group now that everyone just solos while power levelling their bots). Does your game suffer this same issue? If not, where can I sign up?
Let X represent the percentage of your life lived. So level 100 is your death.
"Alas," you exclaim, upon reaching the end of your life "I have reached level 100, and there was nothing more! My whole life was for naught!"
Can't the journey of the game be meaningful in and of itself? I grant that the endgame can be important in keeping players in the long term, but to make it seem like players were robbed and the entire experience up to level cap was meaningless without some kind of endgame seems a bit extreme.
Tee hee.
Hey Biff, can we set this up so our players can pay one price to play our two games? No? Oh well... we'll have to charge you twice, darnit.
that, and the vast anti-mac conspiracy where publishers will actually REFUSE money from customers who own apple computers.
Why didn't you guys hire me when I sent you my resume
P.S. I'm flying out to one of your competitors next week for an interview
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I support spreading santorum
aren't you the guy who used to work at the KFC near the subway? yeah.. so how's it going? a game designer? so do you think you can get your old job at KFC back?
As someone who follows the game industry (because I have hopes of joining it one day) I have a question that has peaked my interest for some time now. What is it like to go from working the pen and paper medium to going to the electronic one, espescially in the MMoG field? What kind of design differences have you noticed, and which one do you favor, and why?
While you're waiting for his next game with the CoH engine, check out EVE Online. Four starting factions (not actively at war last I heard) and dozens of large player organizations make for very strong raiding and "realm" competition. EVE also has a lot of PvP. Core areas are patrolled by tough NPC ships, rim regions are patrolled by even tougher PC ships. On the downside, the game is very, very hard solo. If you don't have backup, you're dead in over half the map.
Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
Hi Jack,
One of the things that originally attracted me to CoH was the more action-geared combat. As I'm sure you know, a good deal of games in your selected genre involve basically initiating an attack, and pressing a key at an interval or not at all. Magic is "fun" by letting you do different attacks instead of just one.
My point is, you guys have carved a niche that is not so much action it's a FPS (Planetside), but has not made combat so dull it could all be done on pen and paper with relative ease (FFXI, EQ, etc). CoH does a great job mixing things like proper positioning with powers and great teamplay.
Where do you see this going in the future? If I may be so coy to coin your game as a "Massively Multiplayer Platformer", do you agree with this assertion, and (heh) without violating any contracts, do you think it has room to allow for expansive gameplay beyond what CoH offers?
What advice, other than studying mathematics and programming, do you have for an undergrad wanting to get into the game industry as a programmer?
DirectSound and DirectInput. Uninformed people STFU
There are persistent rumors that you will be eliminating the fifth column before your european release. Any truth to this?
Don't get me wrong, I see no appeal whatsoever in this kind of stuff, but as of today the only high level "Raid" content of the game is Hamidon. Are there plans to add more raids like this to the game, or (hopefully) add some different kind of massively cooperative content for the high level characters to munch on?
---- Take the Space Quiz!
Maybe not for every mission, but for story arcs and task forces... If you let us save them that would be a lot bigger incentive for me than badges. If you do the screenshots idea, or use images generated from our characters, this would also provide us with a a cool memento of who we were with when we did said task...
Too onerous, or a good idea?
I played CoH for a few months and enjoyed it quite a bit.
In CoH, PvE is designed such that a player (or a group) can engage mobs several times their number. A Scrapper can solo 2-3 mobs at a time, a group with a Controller can "crowd control" atleast 10 enemies at a time, a Blaster can AoE the beejeezus out of large group of mobs, etc.
So far so good. However, I simply CANNOT think of anyway where these same mechanics could be used again for balanced PvP. The only forseeable way you could do this would be to implement a seperate ruleset for PvE and PvP. In other words, each Hero (more specifically, Hero skills) would behave differently in PvP and PvE. Introducing PvP (in the new City of Villians) expansion will be like opening the pandora's box. Can you she some light as to how you will tackle this issue?
It was the character configuration screen that got me hooked on CoH when some of my friends demoed it for med. I love dreaming up new alternate characters (alt-o-holic!) and visit the in-game tailor at least every other day. (Gives a nice relief from the level grind and a good way to spend all that excess influence :-) )
So, is there any new configuration options on the (near) horizon for players like me, who like to tinker with our characters look-and-feel? Clothes, accessories, power colors, auras, super-group mode options, individual costume slot body-types/sizes for Jeckyll-and-Hyde-ing, etc?
Asks this European gamer, who still can't purchase City of Heroes. No, I'm not going to buy an import. That just further skews the perception of how important regional markets are.
If you were blocking sigs, you wouldn't have to read this.
I'm a professional security consultant and my clients (including home clients) use their computers as limited users to protect against spyware and viruses before the fact. It pains me to explain to a client that they can't play the latest games they want to play without turning off all of the safety features their operating system provides for free. And it isn't hard to design for security either; I modified Quake II in two weeks off-and-on to work.
After four years of Windows 2000 and two years of Windows XP, why are we not seeing games that support the safety features included in these modern operating systems? Does City of Heroes even work properly with them turned on?
Use Evolution instead of Outlook? Bewa
In EVE Online, death debt was similar to CoH, only it had a real-life timer attached. So if you died, you could either work off the debt the usual way or wait X hours for it to go away, online OR OFFLINE.
I've become a seriously casual player of CoH these days, and I'd find such a system nice for making sure I don't spend a week paying for an error. I'm just wondering whether such "real-time debt" systems have been considered for CoH.
I enjoy City of Heroes. It scratches an itch I've had practically since the moment I sat down in front of a computer.
My friends and I dinged level 50 not too long ago. Unlike most of the other posters who claim to have high-level characters or who have spent a lot of time in the game, we still play, at level 50 and with lower-level toons. There's tons stuff to do at high levels - there are at least a half-dozen story arcs or mission sequences that open up above level 45. As for content, well, a lot of it comes from the Clues that many players don't bother to read. Too bad for them. There's some great stories being told.
---
Anyway, the thing I *really* want, perhaps more than anything else, is to flex my own imagination in the World created by City of Heroes. COH has (or had) a mod community for a few weeks until the developers cracked down on it, which is really too bad, because one of the things that is obvious to me, as a player, is that it takes a lot of effort to come up with new stories, new art and new models for the game. Many FPS gamers know the joy of making something completely unique within the realm of their favorite game. COH has glimmerings of possibility as well (here I think of the "skating rinks" in the Frostfire mission), but it seems like the devs are so completely overwhelmed that a lot of those things will never get beyond that glimmer.
So... knowing that there is a modding spirit somewhere in the player-base, and there are a LOT of creative people playing CoH, are there any plans to have some player-created content recognized and officially made part of the game?
--
Second question: How do you justify the present role of tankers within City of Heroes? You've got guys who... take damage. Unlike the invulnerable badasses of comics, these guys really lack any real ability to hit back and REALLY seem more like a traditional MMO archetype than anything Stan Lee might've come up with.
On a related note, what do you say to people who deride certain power sets within the game as not being "super enough", e.g. Super Strength, Psychic Blast, Ice Armor?
--
Why don't the interiors of office buildings in Paragon City have windows?
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Last question: My single frustration with CoH is that it feels like nothing players do has any ultimate impact on the state of things on my server. I'd love to fail a mission and find, as a consequence, that Bylde Square was turned into a smouldering radioactive pit, or find that my level 50 could permanently evict Clockwork from Skyway City. Do the actions of any player or group of players have an impact in the goings-on of their server? Will this ever be a possibility?
-- I wanna decide who lives and who dies - Crow T. Robot, MST3K
The launch of City of Heroes was joy to behold. Smooth. Few if any disruptions of services. No lag-fests. In this modern day and age of "Release it today, finish it next week", how did you manage to keep focus and bring about such an excellent roll-out? Was it challanging to stay the course? Also, kudos on the marketing channel oriented prestiege power effects. Goes to show how far your imagination can go with otherwise mundane aspects of a game.
Warning: Teh poster of this messaeg is lysdexic
Do you forsee a time when an adult level MMO game could be based on such a standard? Where we would see the the legal exchange of virtual items using a hard currency in places like eBay. Where the user could actually make a living buying and selling items acquired in game by their characters? Perhaps a game where the in game items are extremely limited or take massive amounts of time online to acquire such that a sword you win from defeating a dragon could literally be worth thousands of dollars. Is it possible?
http://www.e-gold.com/
Could you talk a bit about how you approach balancing the various archtypes and their specializations? CoH definitely seems to have the full spectrum of character types with good soloers, completely group oriented types, quick and easy types, late bloomers, etc... Was City of Villains kept in mind when the various archtypes and their power pools were created?
Everybody knows there are as many heroes in comicdom who prefer to work alone (Punisher, Daredevil, and Batman, for example) as there are heroes in the Avengers or the JLA. But City of Heroes, being an MMOG, caters to an online community. After a month of solid play and getting my character up to level 12 (with some occasional help from others), I found myself unable to complete any new missions without assistance. If I continue to hang around in Kings Row, however, I don't get any experience for beating up weaker villains.
My question is this: will future expansions of CoH offer a "loner" track where one can choose to take only single-player missions? I'd like to continue playing in CoH's rich multi-player environment, but I don't want my growth experience in the game to rely on having to team-up to complete every mission. Am I alone in this thought?
As something of a comics continuity nerd, I really apreciate the backstory in City of Heroes which is available both in-game through the plaques & storyarcs and on the official website; it's very well thought out, with both homages to other comic universes and truly original content. I'm just curious, what comics and other sources would you list as influences in creating the City of Heroes universe? Particularly, I'm wondering too if George R.R. Martin's "Wildcard's" series played any part (thinking of the various super-powered street gangs). Thanks.
I thought CoV was an expansion, hence not a seperate subscription fee?
City of Heroes went through a long beta period where thousands of players logged tens of thousands of hours in a pretty novel environment. Every class was powerful, able to advance alone or in a group, and the game was very fun.
It stayed like this through release and the first month (the free month). Then - exactly one day after the free month expired, the nerfs started rolling in.
First was the "group nerf" - which put a swift end to the phenomena of "pickup groups" larger than 3-4 people by meddling with allowable levels and adding a 'difficulty ceiling' which ensured that even large groups filled with characters theoretically (based on stats) capable of destroying high-level mobs would not be able to. After this change, 8-man groups became extinct, especially ones with diverse levels. Several kludges have been applied since then to fix this break, but none have resurrected the "glory days" of the free month, before everything was caved in by a nerf bat.
Then, the other shoe dropped. The classes got nerfed, one by one. The most overpowered classes got put off the longest for nerfing, oddly enough, but eventually everyone got their hit.
Now that the heroes have been universally hamstrung, the next phase is brewing: to de facto nerf everyone again by increasing the resilience and difficulty of everything in the game world. Boy, that really sounds like fun.
My question is: are these nerfs truly borne of the desire to improve the game? As a long-time free-MUD player, the only time I ever experienced anything similar was during pwipes - which were almost never done intentionally because of the bad blood generated. I'm inclined to associate this behavior with pay-MUDs - the first place I experienced it was Everquest. Can you honestly say that nerfing, or game balancing if you prefer, isn't just a method of "slowing down" players from accessing content? These changes are always touted as what's best for the game, and while that may be true from a financial standpoint, from a fun standpoint I don't see how that's defensible. Please fill us in.
If you pay in advance, your monthly subscription is about $10.
Consider that they have to plan things like server bandwidth, number of customer support agents, and even how much to spend on the "free" updates based on how many customers they have - and at some point, they will be wrong. There will be fewer customers than they allow for. So they have to hedge their finances there.
Also, the game was in development for a long time. Their development staff didnt' subsist on air and good intentions for the years of pure negative spending. There are debts to pay!
Additionally, they have a publisher who again, fronted some risk (in this particular case, I believe they handle CSR, so that's one form of risk-spreading). However, they have... 6? coming out MMOs, and I really can't be bothered to look around, but let's guess they have, or have had, other products on market. Do you think all of them succeeded? Those failures have to be paid for somewhere.
Finally, they're not going to have 180,000 subscribers forever. For example, I cancelled after about six months of being their subscriber (they've gone from communicative with the community to a cutesy we-aren't-telling all the while ignoring feedback on hideously broken changes on the test server that go live and result in tremendous uproar and they take months to unpatch it...). Their next project may not do so well. Statistcally speaking, it won't. They, and their backers, will need some money to keep things going.
On top of that, everyone likes to actually pocket some money.
Man, I hate it when people think they simply know everything there is to know about everything. You are not a Mac User. You make it obvious you are not a Mac User. You go so far as to say Mac Users are Dorks, yet you pretend to know everything there is to know about the Macintosh third party market.
You, Sir, are most certainly wrong. You *can* install your own sound card, your own video card, your own any PCI based card in PCI based Macs. Which all Mac OS X compliant Macs are PCI based. PCI is an industry standard, and any PCI card from any manufacturer will go right into your Mac. Now the problem you will run into is drivers, but the card POSTs and tells the Mac what it is, in fact there are companies that even have Mac drivers if you can believe that! *GASPS!*Here is a Mac compatible, PCI based third party sound card. http://www.portlandmusiccompany.com/phile.html/ Here is a blurb from the website about said sound card, because I know most are too lazy to actually read anything but blogs.
If you are going to *pretend* to know everything, please at least do a little bit of research first.
"Genius may shine aloof and alone, like a star, but goodness is social, and it takes two men and God to make a Brother."
1. A lack of vehicles - I realize that CoH isn't meant to be GTA online, but in having non-powered punisher/batman etc. type characters it necessitates breaking that mold in order to get a movement power (and one dies a *lot* without one/them).
2. Chat - while having IRC type controls are kind of nice, the fact that you had a finite and relatively small amount of people you could add are a pain. This problem is particularly acute when you're a blaster that plays off hours making the need to collect as many healers as possible;let alone other folks that are your friends.
3. Supergroups - in many comics characters belong to more than one group.I think that either having a primary SG and affiliations with others would be a plus - or alternatively being given the opportunity to belong to an infinite number of SG's.
4. Cataclysms - Every now and then in the comics (at least the Big Two) there's a cataclysm that involves and indeed _requires_ the assistance of all heroes. There could be server wide and cross-server cataclysms that would up the ante excitement-wise for some time. Examples: Mageddon in JLA, varied Crises (DC), Cosmic Wars (see Thanos, Warlock etc - Marvel) etc. These shouldn't happen more than once a year but there should be some major fun involved in cross-server action.
5. Other - I really think that there ought to be more to do than beat downs and constantly looking to raise XP. It'd be nice if you could get xp by talking strategy or a form of crafting or whatnot. I don't have a clear idea of how this should look but playing for hours just doing beatdowns gets old after awhile (incidentally I bought this for my son who got sick of it a couple months before I did, due to the repetition). Making the game more of an item-hunt would suck too.Perhaps triggerable arcs that only apply to certain classes under certain circumstances would make the feel a bit more personal as well.
I wish you the best of luck and I hope that at the very least the chat and SG issues can be changed as I'd like to have reasons to return.
I played City of Heroes for about 6 months after launch. My chosen character, a tank, unfortunately left much to be desired when compared to the tanks -- or "bricks" -- of "real" comic books. What caused me to quit is that my "super strength" tank really didn't "feel" super strong. Why did you choose to go with the typical offense vs. defense balance system? Is there no way to innovate and create a new way to "balance" archetypes whereby tanks -- and all other archetypes -- could enjoy the legendary abilities of their comic book models? Perhaps by some system of strengths and weaknesses, or by further variety of bad-guy tactics? Is there no way to keep there from being a "best archetype" or "flavor of the month?" Assuming no such solution exists, is it a flaw of game design (by no means implying it is the designer's fault), or of the nature of gamers themselves?
Have you considered incorporating more non-battle orientented heroics into City of Heroes? I envision heroes helping to rescue people from burning buildings, stopping the destruction of buildings and monuments following an earthquake, or even doing more simple heroics like foiling a bank robbery.
I think it would be an excellent way for low-level heroes to build experience. It would also allow for fun diversion from battle for experienced players.
Many people constantly run out of missions, and have to slave away (or being forced to group) to get one or two levels before they can get new missions?
(Before some slashdotter asks 'why join a multiplayer game if you don't want to multiplay' for many reasons a lot of people are not there to multiplay but to be a hero - if they made a standalone version of the game people would probably have bought that instead)
If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
Face it, this should be a game for people WITH a life - its not Everquest ;)
If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
and someone thought - "hey, if it takes them longer to anyway they'll have to pay more!"