Archive for the 'Champions Online' Category

Comment Spotlight: Cryptic’s Model

I was going to try a positive spin on Cryptic’s approach, but Sente covered it, so let’s pull that up from the comments:

The philosophy that Cryptic has applied here is one that is “player-driven development” in the sense that feedback from the players should drive much of the development of the game.

I think it is a nice idea and also something that puts less risk into the project, which I think is needed for MMOs. But going with a traditional subscription-based model topped with an item shop does not fit that well into this approach to development.

The offerings of 6 month/12 month/lifetime subscriptions for STO and CO is also something that does not quite rhyme well with this development approach.

Given the choice if Cryptic should have spent 2 years or 5 years developing STO I definitely prefer the current approach of 2 years. But it is not fair to ask customer to pay to wait for them to develop what initial player feedback might indicate.

I forgot at which blog I read a little model showing moving “release” a few steps earlier in several waves of “fix bugs and add content” (link it [thanks!] if ya got it). Of course, a downside is if an entire system fails. City of Heroes underwent massive overhauls to basic systems in years of beta, such as back when Origins were very important rather than 98.72% decorative. If you decide that your entire combat system needs to be re-done, there are few positive synonyms for “NGE.” If they decide in 2011 that Champions really should have been class-based, that is hard to graft on top.

: Zubon

In the Future, We Will All Be Hybrid DPS Classes

One positive incremental change in the MMO world is the introduction of different character modes. That is, you can hit a button and switch the focus of your character. You can fulfill multiple roles, but not all at once, with a way to switch between them. Examples include Champions Online and DC Universe (no classes, just modes), dual talent specs and Druids in World of Warcraft, and the Minstrel and Rune-keeper in The Lord of the Rings Online™. If you have the skill points and cash, you can also switch ships in EVE Online easily enough, which would be like hopping classes in another game.

These vary in their ease or extent of switching between modes. The two main LotRO healing classes need about 10 seconds to switch modes fully mid-combat. My WoW Paladin lost all her mana when switching. Other games might require you to go back to town to switch, which is still nice although certainly not the one-click, mid-adventure thing I am talking about. The effectiveness of doing so depends on how flexible other aspects of your character are. In LotRO, you must visit town to change your traits, and I know how I hate it when our healer is traited for damage. In WoW (late game), you would want to be carrying a second set of gear if you switch from Retribution to Holy.

Another way to implement modes is to switch focus within a role. A Lord of the Rings Online™ Hunter has solo and group DPS modes, the former with higher threat and mana costs, the latter decreasing them but losing bonus damage. (Solo mode: good for pulling targets off the healer, not worth much else post-Siege of Mirkwood™.) Switching your Warcraft Mage from ice to fire is probably a less dramatic change.

While I love my alts, I am in favor of anything that will let you stick with one character. Let me stack all my options on one guy and switch which option I use, rather than switching between Zubon, Zuba, Zoobown, and Zupwn. While that will make hotkey management interesting, it saves me from having separate friends lists, guild rankings, vaults, key bindings… (You could also implement saved (and importable) or account-wide friends list, guild affiliation, shared vaults, key bindings…)

: Zubon

[Update: I see that Tobold just hit this theme from the POV of a DPS class in the post-LFG WoW world. Yeah, dual-spec does not seem like a huge boon for them. Having played ranged DPS in quite a few games, while I cannot address how WoW is this week, we are generally doing fine and soloing brilliantly, even if we are over-competing for group slots. I feel more for my healers, like my poor CoH Controller who fought bosses by putting his damaging hold ("stun" for WoW folk) on auto-repeat while I went AFK and waited for the pitiful DPS.]

Champions Zone-Servers

Most MMOs make it difficult to play with your friends. Levels are a common culprit, as are character- (not account-) specific friends lists, but servers are today’s topic (and City of Heroes solved both those problems anyway). My friends play World of Warcraft on however many servers, and I can pick one on which to spend two months leveling to catch up. We have never been able to get everyone together on the same server for any game but EVE, except when we had so few people playing that we could not field a full group anyway. Whatever else you may say against the Champions model, it avoids this. There may be fifteen copies of that zone you are in, but you and your friend can meet in the same one no matter where you started.

It is a hard thing to make someone choose which 99% of the population to wall himself off from before making his first character.

Another virtue is the inherent scaling. Games have this problem across their lifecycle: how can you accommodate both early crowding and the later population shift? You do not want The Shire clogged with 500 hobbits at once, but you want new hobbits to be able to play once the horde is level 50, and then you want the level 50 experience to remain fun after the horde that sat there for nine months moves on. What about that group content?

In the early days of City of Heroes, you might have seen a dozen copies of each low-level zone as additional instances spawned. Champions Online takes the next step by eliminating the top-level server. Each zone has a lower population cap, so it is easier to have the “right” number active in it, and more instances appear as the incoming population expands.

There may not be a shared world, but you always have the right number of shared playgrounds.

: Zubon

Re-trying Champions

Champions Online is letting everyone play for free right now, so I thought I would give it another shot. Patch installation only crashed once. I found the character creator improved in little ways that help, and getting from start to a finished character felt more intuitive, although some of that might have been having seen it before. Everything was much improved by adjusting a few settings, especially eliminating those character outlines I hate so much (tolerable in Borderlands). The power-up auto-attack is a great tool for getting that feel of constant rock-em-sock-em action, with big booms off the charged-up power. I already knew where most things were from beta, so I was off at a run. I found that I wanted to like Champions.

Then servers crashed about half-way through the tutorial. Checking a few hours later, they were up, and there was a complete roll-back. I logged in my born again virgin character to see him at the starting point. The tutorial is not so good that I want to run it multiple times per day to get through it once. Maybe next free weekend, Cryptic.

: Zubon

Reverse Ad-Libs

Elder Game is one of my favorite MMO blogs, and each post is worth its weight in gold (especially at about 12 a year).  Eric gave me a morning chuckle hypothesizing the creation of Champions Online’s profanity filter such that the filter started attacking NPC text.  When NPCs are saying stuff like ““put that $#@*^!& a pine box”  what do you think the normal MMO player replaces with the censored text?  I think that would be a fantastic April Fool’s joke for an online game.  Create a “censor bot” that replaces a few words in every NPC’s text with the comically stylized cussing text.  It just sucks, especially in Champions Online’s case (according to Eric), when it is not really a joke.

–Ravious
#$%!!@#%

Barbed Wire

This is basically my view as well. Enjoy paying for beta, and they should be ready to launch in a few months.

Here’s the thing: people are enjoying it. Bully for them. PC gamers, and MMO players especially, have a long history of working very hard to have fun. Gordon Walton called it “crawling through barbed wire” at IMGDC 2.0, and he talked about how it is something most people will not do. You want a very particular kind of fun, and you are willing to put up with an unimaginable amount of crap to get to it. I don’t know about you, but I have set my PC to change settings, boot differently, and all other sorts of chaos to get it to play particular games I really wanted, whether that meant the bleeding edge game or getting a 15-year-old one to run on a modern system.

Now me, I’m not willing to do that anymore. I have more money than time, even if I am cheap. I pay people to remove inconveniences from my life, not add them. But for those of you still crawling through the barbed wire, sincerely, enjoy the prize when you get to it.

: Zubon

City of Too Many Heroes

Superheros are exciting and cool because they are special, relatively rare, and interesting in a meaningful way. An MMO where everyone can be a superhero completely destroys each of those points: superheros become plentiful, mundane, and end up performing repetitive tasks.

Andrew has an entirely valid point. This is, however, a sub-genre of superhero stories. You do not see them often, and far less often well thought through, but you do see Astro City and others that take the notion of having a city of superheroes. I wish I could remember more, but my reading of comic book deconstructions is way behind. There have been comics about the equivalent of superhero internal affairs and the clean-up crews that deal with all these heroes. Other comics occasionally toy with the idea, like Silver Age stories where there are entire cities of Supermen or JLA Rock of Ages.

I will cite this last for how it is hard to do well, because while Rock of Ages was a great story arc, the DC universe then politely ignored the social implications of literal angels appearing on Earth or temporarily granting the entire planet superpowers. Or even what happened in those hours of ubiquitous demipowers.

: Zubon

The Two-Button Phase

I understand why your game goes through the two-button phase. It gives new players a moment to learn things before adding complexity. Maybe it is comforting for people on their first MMO. You have a little/auto-attack and a bigger attack. Maybe it is a melee attack and a ranged attack. Whatever it is, when you are in the tutorial, you have two things you can do other than moving around.

It is very important for your game to get past this phase as soon as possible. The longer I sit there with just two buttons, killing three flavors of rat ten times each, the less likely I am to think that anything awesome lies behind it all. Giving me something non-interactive next is fine. Armor, a defense, a buff or heal that I will not need in the intro, fine. Very soon after, give me something shiny to hit things with. If I am still in the two-button phase ten minutes into things, I am probably logging off and never coming back.

: Zubon

@Name

Advice for future Champions Online players:

The name you choose for your forum name is what becomes your @name. Do not use your account name for that would be stupid. A friend of mine did that and now he has to wait for them to change it for me. I mean for him. Right.

- Ethic

Champions Online: One Night

Go, play through the tutorial. It is worth seeing the character builder and basic implementation, although it may not be worth the download time.

You will first notice that the game is classless. Class roles come in later, but pick whatever you want at the start. That is positive, although it makes it look as though the entire game is just slightly different flavors of a few attacks. The front could use more “and you have this to look forward to.”

I have said enough about how the graphics are horrible. Just terrible. It is as though they maintained art quality by restraining their better artists rather than working on the worse ones. Just wait until you see the running animation that does not match movement speed.

The character builder has some improvements. Continue reading ‘Champions Online: One Night’