Ask City of Heroes Lead Designer Jack Emmert 305
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.
COH's "go outside and play now, kids" feature (Score:3, Interesting)
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?
Re:COH's "go outside and play now, kids" feature (Score:2, Informative)
MMO's get paid by the month, whether your online or not. But if your not online, you don't cost them as much money.
Re:COH's "go outside and play now, kids" feature (Score:4, Interesting)
Re:COH's "go outside and play now, kids" feature (Score:2, Interesting)
Re:COH's "go outside and play now, kids" feature (Score:2)
Re:COH's "go outside and play now, kids" feature (Score:3, Interesting)
If so, it doesn't work very well. The XP boost lasts for about 10 minutes, or 3-5 monsters, and then it's back to normal. That's not really much of an incentive to "rest". At least that was its state a week ago...
City of Heroes does not have any such feature. What it does have is a sidekick/exemplar feature, where you can invite a friend lower/higher than
Re:COH's "go outside and play now, kids" feature (Score:3, Informative)
Re:COH's "go outside and play now, kids" feature (Score:2)
No they didn't. COH came out last year, WOW may come out sometime in the future. 2003 is not around the same as 2005
Furthermore, it wasn't a new feature when WOW added it, either. Ultima Online did that same kind of XP-rate-limiter years ago.
I think you're thinking of WoW (Score:2, Insightful)
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?
Re:COH's "go outside and play now, kids" feature (Score:2)
Endgame (Score:2, Insightful)
Re:Endgame (Score:3, Insightful)
Every second you spend in a game, you are wasting your time, that is indeed the point of games, a usually fun way to waste time when you have nothing better (or more fun) to do. To think that the game will be forever forfilling, that when you reach the top level you'll suddenly get access to a trust fund or a blast of enlightenment might be a bit of a wishful dream :] Luckily you realise
Re:Endgame (Score:5, Interesting)
What if anything is the "Endgame" for Everquest? Surely once you have all the stuff and you have all the levels thats pretty much it no?
Arguably the Endgame for City of Heroes will come about with the City of Villains expansion which will introduce PvP play into City of Heroes. It will be a standalone expansion from what I hear, but both games are going to have to have some changes made to allow PvP.
I am playing COH right now, with no PvP, no End game and I am perfectly happy with it. When my main character (currently level 37) reaches 50, they will retire until PvP is implemented. Not everyone anticipates an Endgame as much as some I guess, you see *I ENJOY THE GAME AS IT IS* not for some nebulous endgame concept that has still to be developed, or I wouldn't bother playing it.
Re:Endgame (Score:2, Interesting)
Completely wrong! EQ has an "end game". (Score:2)
Re:Completely wrong! EQ has an "end game". (Score:2)
Re:Completely wrong! EQ has an "end game". (Score:2, Insightful)
Death (Score:3, Insightful)
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 extrem
Re:Endgame (Score:2)
When will City of Villans be rolled up with CoH? (Score:4, Interesting)
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.
Statesman's helmet (Score:3, Funny)
How do you plan to get me back? (Score:5, Interesting)
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?
Re:How do you plan to get me back? (Score:2)
Re:How do you plan to get me back? (Score:2)
Re:How do you plan to get me back? (Score:2)
Re:How do you plan to get me back? (Score:5, Interesting)
Also, recently, Paragon City was "Attacked" by roving bands of monsters, which was fun, as well as the addition of new zones. Obviously things are being done to help alleviate the feeling of sameness and repetition, but it is unavoidably still there, since there are really only five or six common missions.
My question is, specifically, what other forms of game-play are being contemplated for non-PvP expansion? Will we see more interactivity in the city? Will, perhaps, the very landscape of the existing zones change (It was interesting when I heard that all the lights went out in one Zone when the city was attacked). Will there be opportunities, as there were this halloween, for large groups of people to come together to fight giant, lumbering monsters, and not just beat up the same group of baddies in some abandoned warehouse?
(The Apparatchik, Coalition of Communist Crusaders for the Proletariat)
Re:How do you plan to get me back? (Score:3, Interesting)
Long term plans? (Score:5, Interesting)
Why No Mac Support? (Score:5, Interesting)
So why no Mac support? Any request to your tech support department is a canned response.
Re:Why No Mac Support? (Score:5, Insightful)
I bet the reason is the same as it is with just about every other game. The cost of a Macintosh port and support would be more then the money made from the Macintosh market.
Re:Why No Mac Support? (Score:2)
Tron 2.0 uses OpenGL. City of Heroes uses DirectX 9. You figure it out.
I think he did figure it out, which is why he's asking the Lead Designer why they developed a non-portable game when the state of OpenGL clearly allows you to maximize your profits by porting to Mac OS X or Linux or any supported platform. So it's disguised as a question of Mac support, but it really could be phrased as "What do you find OpenGL (and other portable libraries) lacking such that you have restricted your awesome game t
Re:Why No Mac Support? (Score:2)
Capes (Score:5, Funny)
Why do I have to buy the game... (Score:4, Insightful)
(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.)
Re:Why do I have to buy the game... (Score:5, Interesting)
The development of a MMORPG client/server takes about as much work as a single-player game. Plus the packaging and distribution are about the same. But the MMORPG developer's duties are not done with just the sale of the game. Unlike the single-player game dev, the MMORPG game dev must supply
Same reason you pay your other utilities.... (Score:2)
Guild Wars will try a unique model where there wont have a m
Re:Why do I have to buy the game... (Score:2)
I hate subjects for asking questions :p (Score:5, Interesting)
Real question: Looking back at CoH's development, if there was one thing you wished you did differently, what would it be and why?
Boring Games (Score:4, Interesting)
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?
Re:Boring Games (Score:4, Interesting)
A Tale In The Desert takes an interesting approach where community-wide advancement and shaping of the game world is possible and encouraged, but the advancement of the individual character is a little flat (gather items to build stuff or travel someplace to get another skill.) In a way, this is a "life simulator".
Finding some means of bringing the two together is the way to go -- a potential future MMORPG would work out a system that randomizes the puzzles for each character, discover a way to permit characters with a wide range of 'levels' to adventure together meaningfully, and permit a very dynamic game world where players build their own towns and outposts and PvP becomes a little more epic.
Future CoH comics (Score:5, Interesting)
Re:Future CoH comics (Score:2)
Death penalty? (Score:5, Interesting)
Anarchy Online has no real XP-loss death penalty. (Score:2)
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?
Re:Death penalty? (Score:2)
So, uh. "Getting killed and having to spend time making experience back is bad. But getting killed and having to spend time running back to your corpse is good!"
Both of them take time. How are they fundamentally different?
Would you really want to play a game where death is absolutely meaningless? Just get killed, who cares!
Re:Death penalty? (Score:2)
In WoW, you mindlessly run back to your corpse to resurrect. The time is lost, but nothing else is.
In CoH, you HAVE lost something, and you have to work to get it back. Depending on where you grind, you'll have to work shorter or
Re:Death penalty? (Score:2)
One other issue I see with WoW is that your team members have to sit around waiting for you to run back. In CoH you can be resurrected on the spot, although I'll admit as a healer with Resurrect I
Re:Death penalty? (Score:2)
Re:Death penalty? (Score:2)
Duping (Score:2, Insightful)
Re:Duping (Score:3, Interesting)
skeptical of the genre (Score:2, Interesting)
MMO Competition (Score:5, Interesting)
Class system (Score:2, Insightful)
Re:Class system (Score:2, Insightful)
cross-influences? (Score:3, Interesting)
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
Super Speed (Score:3, Interesting)
Re:Super Speed (Score:2, Interesting)
Hazard zones like Terra Volta and Faultline are meant for groups, so there's a much better chance someone will have Recall Friend and be able to bail your ass out of a large hole. Also, Cryptic have been very good about making sure that a character without travel powers can walk out of anything they can get into, although you will probably have to fight a lot of foes to do it and the
Re:Super Speed (Score:2)
Now shadowshard is supposedly much harder to get around w/o SS, but I haven't gone there yet.. too much other content in the early 40's for me to pull away from just yet.
How are things now? (Score:3, Interesting)
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?
Re:How are things now? (Score:2)
Update 1 added costume changes, a raise in maximum level to 50, several new city zones, such as Peregrin Island, outdoor instanced missions (more mission variety), new villain groups, new tiles sets,
Update 2 was HUGE:
Added a badge system where you collect badges for completing certain missions, completing task forces, visiting certain areas, reading history plaques, accomplishing certain tasks (healing, being mezzed, paying debt, taking dmg, e
Content updates (Score:2, Interesting)
Game Infrastructure (Score:5, Interesting)
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 Plans to Adapt the COH Engine to Other Genres? (Score:3, Interesting)
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...
Re:Any Plans to Adapt the COH Engine to Other Genr (Score:2)
Because if there's one style setting that's totally under-represented in online RPGs, it's fantasy!
Re:Any Plans to Adapt the COH Engine to Other Genr (Score:3, Informative)
City of Heroes on Linux (Score:5, Interesting)
Demo / Trial? (Score:4, Interesting)
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?
Priorities (Score:5, Interesting)
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?
Train and Time Travel (Score:2, Interesting)
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
Biggest surprise after launch? (Score:5, Interesting)
Fees (Score:3, Interesting)
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.
Real-life. (Score:4, Interesting)
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?
Re:Real-life. (Score:2, Insightful)
Griefing in MMOs occurs because players exploit design flaws. If your design says that mean monsters will get mad at a player, then follow him across the level when he flees (despite an inability to catch up or hurt that player), and finally decide to attack people standing near the "zone entrance" when the person they were mad at before goes through it, you'll have a problem. (A worse problem if the monsters
Re:Real-life. (Score:2)
What I want to ask an actual designer of MMORPG's is why that kind of thing hasn't been implemented, because it could negate the 'PvE vs. PvP' discussion: That discussion only occurs because of people abusing it.
Furhtermore, there are many examples I didn't give (either bec
Developer made content vs user made content? (Score:5, Interesting)
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 [secondlife.com]?
Do you think Cryptic will ever release some kind of content editor (aside from the already incredible character creator) to the users?
making your game stand out from the crowd (Score:2, Interesting)
So is it 1% perspiration and 99% inspiration, the opposite, or somewhere in-between ?
Perils of Design. (Score:3, Interesting)
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.)
A more general question... (Score:5, Interesting)
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...
RPG "light" (Score:5, Insightful)
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?
Maximizing time (Score:3, Interesting)
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?
World of Warcraft (Score:2)
Great Gameplay but Runs Poorly (Score:2, Interesting)
Re:Great Gameplay but Runs Poorly (Score:2)
On my older P4 2.4GHz with 5600 Ultra it ran fine in 1024x768. On my upgraded p4 3.2GHz with 6800GT it runs great at 1280x1024 with 4x aa 4x aniso.
I agree with your comment about showing server pings and locations though. I think there are west coast servers, at least some people in game were surprised to
Character Designer (Score:5, Interesting)
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?
Live Events (Score:3, Interesting)
Wow, a city designer (Score:2, Offtopic)
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 apport
PvP Healing in CoH (Score:2, Interesting)
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
Genre Innovation (Score:3, Interesting)
Hmmm (Score:2, Interesting)
Two Questions (Score:2)
Will MMORPG ever leave the "skinner box" model? (Score:5, Interesting)
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?
Re:Will MMORPG ever leave the "skinner box" model? (Score:3, Interesting)
CoH is a game about superheroes. Superheroes (at least, traditional ones) do not generally take chances or rely on "patience, tactics, etc.". This may sound ridiculous, but think about it for a moment. Superman is impervious to all damage (except for Kryptonite); it's impossible to hurt him. He can also fly and throw cars around (after grilling them a bit with his heat-vision). Spiderman's Spidey Sense warns him of imminent dang
Shared World (Score:5, Interesting)
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.
I noticed a FreeBSD daemon in the game (Score:2)
Costs too much (Score:2)
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
Re:Costs too much (Score:3, Informative)
Let us assume that fifty people are paid directly by this game; this includes live content creators, the design team, 24 hour IT guys, and management at the companies involved. It does not include the full team that created the boxed product, or the Game Masters, or tech support.
the future? (Score:2)
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?
Comment removed (Score:3, Insightful)
Re:Quick question (Score:2)
Thanks for telling me I've been wasting the last 7 years.
What a stupid question.