City of Heroes Sr. Designer Talks Architect System 56
Kheldon writes "The MMO Gamer sits down with Joe Morrissey, a Senior Designer at Paragon Studios, to discuss the inspiration behind, and current implementation of, the Architect user-generated content system in City of Heroes. Quoting: 'Really for me, wanting tools so the rest of the team could actually come up with content was the idea. Because we have a lot of guys on the team that are hardcore players, they play the game all the time. Then they come to me like, "I’ve got this idea for this story, we should really do this arc with this guy!" And I’m like, "That’s great. I haven’t got time to do it. I’ve got plenty of other story arcs to work on." But, if we made the tools easy enough, then they could actually come up with the arcs, and we can put them out. Then somewhere along that road it dawned on me: Why stop with the rest of the team?'"
Yes, it's exactly like Second Life... (Score:1, Funny)
...except for every single possible way in which it could vaguely resemble something even a little bit like Second Life. You're an idiot.
I'm sure there's plenty of crap (Score:5, Informative)
However it's not like Second Life. There are two important differences:
1) There is plenty of professional content. The game has loads of content designed by Cryptic's team. In fact, when it was launched, that is all it was. So you aren't running around in an amateur user generated world, that is just something you can play around with if you like.
2) It's an actual game. Second Life had no real point, it was just a place for a bunch of people to get around and act like jackasses. Like IRC, but with giant walking penises and such. City of Heroes is a videogame, there's fun stuff to do, if you like the super hero thing.
Also, user generated content can be really good in some cases. Have a look at Fallout 3 Nexus or the like, there are some amazing user made mods for some games. The main problem comes down to filtering it, because there'll be a lot of crap mixed in.
Second Life's failing was no filters, no professional content and no point overall.
Re:I'm sure there's plenty of crap (Score:4, Insightful)
And then they nerfed the worst of the AE abuses and people are running real missions and task forces again.
The cycle of MMO continues.
Re: (Score:1)
Re: (Score:2)
I have read Snowcrash, one of my favourite books. However, I like it because it is an amusing story, not because I think the Metaverse is at all a feasible idea.
...and then... (Score:3, Informative)
Re: (Score:1, Insightful)
level editors for mmorpgs ? really ? which other one has it ?
Re: (Score:2)
MUD != MMORPG
Re: (Score:1)
Re: (Score:2)
The Mission Architect is a bit more than 'just a level editor'. You pick the map, populate it with enemies (who you can design or use the standard ones), allies (who you can design or use the standard ones), and mission objectives of more than a dozen different types. Then you can write the intro text, the mission text, the villain's gloats, the hostages heartfelt thank you's, etc... etc...
And that's just for *one* of the three stories you pack together into your custom mission arc.
Re: (Score:2)
What, you mean exactly like the more-than-just-a-level-editor in (for example) Neverwinter Nights?
Just because it's the first level editor that you've used does not make it original or special.
2 different NWNs (was Re:...and then... ) (Score:2)
Actually...
\begin{pedantic}
There were two Neverwinter Nights games --- the recent one which you're familiar w/ (and correct about) --- and the old one, the on-line AD&D multi-player Role-playing game on AOL which used the old ``Gold Box'' engine and back in the days of $4--8/hr. on-line fees was a huge moneymaker for AOL.
Unfortunately, there was never a level editor for AOL's NWN, though there was _Forgotten Realms: Unlimited Adventures_, a re-packaging of the level design tools used by the developers o
Re: (Score:1)
Re: (Score:2)
The actual mission editor is comparable to NWN, actually not as good iirc.
What's different is the integration - your mission goes into a global list available to everyone playing CoH with no installation required. There's an in-game feedback mechanism, a rating scheme etc.
I'd be interested to know how many hundreds of thousands of times the most popular AE missions have been played, and compare that to the most popular NWN modules (a stat that obviously doesn't exist but you get the idea)
Re: (Score:2)
In a universe where the CoX Mission Architect was the first level editor I've ever used, you'd have a point.
How much variation, though? (Score:2, Insightful)
Re: (Score:1)
Re: (Score:2)
The engine is limited, so the quests pretty much have to take that form.
You can still have clever or funny stories within that framework.
Re: (Score:2)
Well, there aren't really that many variations of 'go to X and kill/collect Y of Z', but there are more possible goals than just 'go to X and kill/collect Y of Z'. For the basic mission goals available in CoX, see Tutorial 104 [paragonwiki.com], for more advanced goals see the 200 series [paragonwiki.com] of tutorials.
There's also some deeper tricks you can play - like chaining goals. (Goal 'y' won't spawn until goal 'x' is accomplished.) If you have a 'boss
Re: (Score:2)
Even within the limits, I've seen people do some amazing things. For example: a murder mystery where you need to figure out which boss to defeat from the clues given, because you don't have time to defeat all four. Or a horror story where you're spending the entire mission finding nothing to fight and wondering when the statues scattered throughout the area are going to come to life and attack you. I've seen efforts at creating stealth-based missions, but the game mechanics aren't quite there: there's no
Re: (Score:1)
I Played it (Score:1, Informative)
I used to play City of Heroes like a die hard fan, Now its just a few times a year.
I stopped playing b/c there is only one thing to do in COH, and thats combat, no other form of content in the game, at least none that is actually, entertaining. I play Eve Online now for content, much better.
But COH isn't bad if you like combat games, the Architect system is actually, one of a kind, I do not know of any other MMO where you can design your own missions, and let others play them. the system is very nice, and e
Re: (Score:2, Interesting)
You say that as if the developers wer
Why CoH rocks. (Score:3, Interesting)
In the (admittedly short .. only got around level 30) time I played CoH, the biggest thing that impressed me was the writing. Not that it was super great literature or anything, but I was coming back each day to do quests not to get experience or items, but to see what happened next. That's a good sign. I never got very much into the AE stuff, but the concept was great. Some people complained about balanced, but really... so what? Personally I play games to have fun, not balance formulas.
I compare this to the newer Champions Online. Great hopes ... costume customization was a bit better, more powers, etc. But boy does Champions fail hard on everything else. Lots of flavor text is self-referential tongue-in-cheek commentary felt like the programmers put stuff in as a placeholder and they never bothered to hire writers to fix it. The stories are super generic and feel committee-written, the settings are just about as generic as you can come up with, and ... there's just nothing to come back for. WoW has better writing and content. CO just doesn't take itself seriously, and the only real reason to play is to get exp to get to the next level, and as soon as you have the powers you want, suddenly there's no reason to keep playing. Making hero concepts is the only interesting thing.
This brings us back around to CoH's AE. The ability to make your own content plays especially well with super heroes---especially player-made concepts---because you can go beyond just a costume and description, and create and play your own entire story. And that is just awesome.
Re: (Score:1)
Re:Differences (Score:2)
Having played COH extensively up until Mission Architect came out, and having tried CO for the open beta, I gotta say the 2 games are completely different. I realize CO is in its infancy, but its a different style of game. COH feels like a PC MMO and can have considerable depth and detail. Character classes have distinct roles - and quite frankly it still has the best group combat system of any MMO I have ever tried (and thats dozens of them). CO is a console game, it feels shallow, it feels simplistic, rol
Re: (Score:2)
CO was complete and utter crap to me and my friends, because it felt like it was designed for the 8-12 yr old console crowd. COH is a mature game with a lot of great content in it.
A representative at PAX [wikipedia.org] 2007 told us that they were in fact aiming to make the UI usable on a game console. They may have had to give that up. I have trouble imagining the full range of abilities being used from a controller.
On the other hand, you may be reacting to the fact that CO takes itself a lot less seriously than City of Heroes does. Missions like "How the Westside was won", heroes like Foxbat, Lunchador arena costumes....
But if you're not having fun while playing a game, something is wrong. Pla
Re: (Score:2)
When I played CO, I played it with an XBox controller and it was *quite* playable - I really never used more than 9 "active" (read: requiring a button press) powers, so left trigger and 3 buttons or right trigger and 3 buttons or no trigger and 3 buttons handled all my powers. One button would jump (if no trigger was used), interact with an NPC/object (if left trigger was used), accept (right trigger), or decline (both triggers). The D-Pad would cycle through targets (left) allies (right) follow my target (
Re: (Score:2)
Eh. The problem with this comparison is that the primary console MMO is FFXI ... probably deeper and more complicated in many respects than many (other) PC MMOs I've played, especially the 800lb gorilla, WoW. CO on the other hand feels like WoW lite ... like someone played a few level 1 WoW missions, then made their entire game based on that without any real v
Well done (Score:3)
(* at least for anyone who's not necessarily familiar with every damn MMO out there)
Re: (Score:2)
I defended the last idiotically written headline someone complained about, but I give up - these are consistently terrible. At least some quotation marks would help.
As a hardcore MMO fan... (Score:1)
Re: (Score:1)
Let me slaughter lower level players
Ah, one of those. I've never understood the appeal. What do you get out of killing low level players that you don't get out of killing low level computer enemies? The satisfaction of having inconvenienced a real person and reduced enjoyment of the game? I myself have killed players who were lower level than me in MMOs, but generally only if they had it coming. Otherwise, I really don't see the point. For all I know, there's some nice guy on the other end otherwise enjoying his evening, and I've just m
Re: (Score:1)
"Inevitably, though, the server ends up overflowing with high level characters"
And the way the Warhammer Online folks handled this issue was indeed brilliant. Watching a lvl 30+ ganker heading into a lvl 10 PvP area and being turned into a lvl 1 chicken was great in and of itself. The further touch of his intended victim one-shotting said ganker and getting full rewards for the win - priceless. Pity the game did not otherwise keep my interest.
good thing // bad thing (Score:1)
Worst idea ever. (Score:2)
If you ever want to know how to destroy an MMO the AE will be the best example of this.
I was a hard core COX player. I have to say I really enjoyed the game. AE killed it.
First you need to know something about how instances are made in CoX. They are cookie cutter dungeons made with the same map layout blocks. So if you have played for more then a month you will know how each corridor is laid out, where monsters spawn.
There are exceptions to some of those dungeons, but very rare. Now they did attempt to impr
Re: (Score:2)
AE killed it.
Your enjoyment or the game? The game's still there, and with the latest adjustments to AE, the problem of PL from 1-50 in a couple hours is pretty much moot.
You CAN still fight all-boss maps if you really want. But your XP and ticket earnings will be next to nothing. Essentially you HAVE to run balanced missions (mobs consist of all three critter types (minion, lieutenant, boss) or your earnings get slashed. Dramatically.
Additionally, the various difficulty levels modify your earnings now
Re: (Score:2)
No, they didn't. "Literally" does not mean "figuratively" or "hey here's some exaggeration for effect"
You obviously don't know a couple of our machinima authors. Sorry, but I did mean and intend it as "literally".
So please take your insults elsewhere Mr. AC.
Correcting common misunderstanding (Score:1)
http://www.ryzom.com/en/ryzom_ring.html [ryzom.com]
Couple of years old, and the game itself is indeed MMO *and* RPG.