SlickRiptide

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  1. I'll say this for the Rogue Isles - When I play in that setting, it generally induces a state of mind in which my characters feel an utter contempt for the Islands and all of the people inhabiting them. From a certain standpoint, that could be considered a successful design.
  2. Quote:
    Originally Posted by Mr_Body View Post
    So, Vader isnt evil or a villain but flawed as he cannot see the corruption. While Luke should be viewed as a villain, he actually is a 'folk hero.')
    <THREADJACK>Given how the Force is depicted, Vader is more of a willing avatar of the corruption. "Turning" seems to be the subjugation of your own will by your own volition, in exchange for raw power. Vader is the personification of the corruption, and the evidence that he sees it clearly is that he offers Luke the opportunity to "join me and we will bring an end to this senseless conflict and rule the galaxy together as Father and Son". His "solution" is only to replace the Emperor's brand of corruption with his own; but that's a Sith for you.</THREADJACK>

    Maybe the "problem" with the Rogue Isles is that we don't ever see outside of Recluce's twisted little social darwinist melting pot. Comparing it to Haiti or any similar small Caribbean nation, those countries are "third world" primarily because they have limited economies, limited infrastructure, and frequent natural disaster in the form of hurricanes and such.

    Recluse is a super villain with the resources to build a personal empire. Maybe he doesn't care about running the country but he cares about HAVING a country to run so someone is running it. Presumably that person or group of people would be responsible for meeting some measures of performance. There has to be some caste of working stiffs to produce the Scrapyarders and the Luddites and the rest. Maybe the Isles are more like Cuba than Haiti, but in that case, where's the world outside the melting pot that provides the economy to support it?

    The game is so busy depicting Recluse as this evil amoral mastermind that it doesn't bother to realistically depict how he can also be a third world despot. Where does he get his resources from? Who are his global trading partners? How does his representative at he U.N. vote on global security issues?

    Then again, maybe I should just apply the Bellisario Principle and not examine it too closely. *shrug*
  3. Quote:
    Originally Posted by Durakken View Post
    Plant of the Apes lore happens this way...

    roughly 1-2000 years ago (i think) a disease plagued the pets of mankind killing off Cats and Dogs. Humans turn to "apes" as pets and then as time goes on they begin using them as more slaves and educating them more. They develop the ability to speak and eventually Caesar arises and starts to lead a revolt against humans.
    Not to nitpick but in the original timeline, it wasn't Caesar who led the rebellion because he wasn't there. It was Aldo, who becomes the antagonist of the final film.

    Given the state of the world and the human/ape society at the close of the series, it isn't at all clear that the timeline where Taylor arrives in the future even exists any more. Presumably, that's a good thing given that Taylor inadvertently destroys the world...

    It's not really a causality loop. It's more of a re-routing of the time stream.

    It's a time travel story where the past is freely mucked with and no thought or justification is offered as to how that is possible. If you need to think about it very hard then you can always adopt the "universe next door" hypothesis.

    I've sometimes wondered what Taylor's reception in the new timeline would be like. Caesar must have viewed recordings of his parents testimony at some point. What sort of preparations would he make, knowing that this man from the past might show up at some arbitrary time in the future? If the new society held together and prospered, maybe it wouldn't matter. If there were men living alongside of apes, perhaps he wouldn't become the threat he ultimately proved to be.

    None of which has anything to do with the new movie. heh

    It sounds like the new film has an interesting take on the whole business.
  4. If there's a problem with redside, I think it's that it was designed entirely as a setting for the Destined One story where Paragon City was designed as a place where ordinary people would want to live.

    Supposedly, the Rogue Isles are a country with an economy and social services and maybe even a U.N. presence. Supposedly there are people living and working there voluntarily; raising families. For Scrapyard to become the socially conscious hero of a worker's revolution, there first had to be some workers to organize.

    We don't see any of that because the game world visuals in the Rogue Isles are so tightly focused on our characters' rise from trash heap to top of the heap, that it never bothers to depict the "real" Rogue Isles. Blueside, the city is strictly backdrop; it's not window dressing to the story of a hero starting on the streets and ending up as an object of wide acclaim who has mastered a laundry list of evil-doers and is even saving other worlds and the future itself.

    In other words, in Paragon City the zones each tell their own story where in The Rogue Isles the zones are all subservient to the character's story and their appearance is skewed heavily because of that. In a sense, we've never actually seen the "real" Rogue Isles.

    If it needs a revamp, that's what it needs. A visual representation that depicts why anyone who was not a Destined One would bother to live, work, and procreate in such an apparently horrible place. There needs to be some sense of history of the life that went on before Recluse arrived and of the life that continues to go on in spite of his rule and neglect.

    Frankly, I would have preferred the Rogue Isles to be a lot more like Praetoria. Shiny on top; dark and brooding underneath. Recluse's playground would have made a lot more sense as a Road Warrior/Thunderdome take on life after the Hamidon Wars. That's me, though. I know that many redsiders like their setting. I just think we need to see a bit more of what the ordinary people of the Isles see instead of the exaggerated cesspool that our characters see.
  5. Quote:
    Originally Posted by Lemur Lad View Post
    It doesn't suggest that to me. I hear stories about companies like that going out of business because it's an unsustainable business model, not as success stories. Basically, they're predatory, they rely on churning though gullible advertisers, or sucking in successive rounds of investment, to make things look more successful than they are. Not saying that about the game companies that buy into the scheme, just the "third-party" firms.
    Well, I wouldn't argue that such companies exist. Again - They've been doing this for nearly two years. That isn't fly-by-night and clients like Disney, Cartoon Network, and Warner Brothers aren't gullible know-nothing-about-advertising media companies. The game company isn't a small startup, it's an established veteran MMO publisher. I don't name names because the moderation on the forum is so draconian, not because it's some sort of secret.

    The third party company providing the marketing happens to be a local company (meaning greater Seattle/Puget Sound area) that has several years in the small, casual games industry. I've been in their offices before. It's not a fly-by-night company either, and if they're somehow bamboozling giant media corporations into giving their partner game publisher money for nothing then they are damn good con men in addition to being game designers.

    The negative case is not some sort of proof that the positive case is an impossible or inconceivable one.


    Quote:
    Originally Posted by TonyV View Post
    We are constantly bombarded with ads 24x7. I like that Paragon City is a reprieve away from it. I don't mind so much ads for their own products, or even a logo or two on the home screen, but the last thing I want is to be reminded of everyone trying to sell everything while actually in the game.
    I'm sure a lot of people feel that way. I always found the idea of Captain Amazing from Mystery Men, with his race car style corporate sponsorships, to be an amusing concept but that's not for everyone.

    There'd definitely be a middle row to hoe between blatant commercialism and genre-appropriate toys that referenced pop culture. That pop culture reference could be its own sort of intrusion, of course. Then again, we have City of Heroes comic book covers as posters in our bases, or at least the option to have them. ;-)

    *Edit*

    The size of the playerbase keeps coming up. I don't see that being particularly relevant to the discussion. We're not having this discussion two years ago. Freedom is going to increase the number of accounts by a factor of ten, easily; or so I predict. You can't look at something like this and treat it as something that's aimed at subscribers. It's going to be aimed at the entire player base, Freems, Premiums and VIP's.

    How effective freedom will be at keeping those numbers, I don't hazard a guess. Regardless, for some period of time (and hopefully quite a long time) they are going to have an audience that is large enough to be worth putting a product in front of them.
  6. SlickRiptide

    Congratulations!

    Was I in Cleveland when this happened?

    I'd put a Lorax in every forest.

    I'd see what was happening in the Universe Next Door and invent that universe if it didn't actually exist.

    I'd time travel and become John Titor.

    I'd leave the Earth to its own devices and go out and see what's up in the other eleventy-billion galaxies out there.
  7. Quote:
    Originally Posted by Feycat View Post
    I was not given any consideration as a human being in that Wargame, believe me! Have you played it? LOL
    Yes, actually. I think that if you went back and analyzed your newbie experience that you might change your perception about how much you were being treated like a "customer". As a "human being", I couldn't say. heh

    According to Thinkexist.com, it was Will Rogers who said "A stranger is just a friend I haven't met yet." Whether he did or did not invent that old saw, it's applicability in a business like CoH:Freedom is "A Freem is just a Customer whose money I haven't taken yet."
  8. Quote:
    Originally Posted by Lemur Lad View Post
    The flaw with this idea is the same flaw as with ingame billboard ads. In order to have sponsored content, you need sponsors. Any advertising director with brains more potent than rice pudding would look at the numbers in this game (even after the Free Player bump) and laugh. A decent sized newspaper has bigger daily circulation than this game did at its high water mark.

    They're going to make far more money from us paying for points and buying an item for a quarter than they would by corraling an advertiser to pay to give us something for free.
    This method is already in use by other game publishers and has been for at least a couple of years. It's not something that I cooked up and thought "Hey, what a great idea!"

    Do they make tons of revenue? I have no idea. I can only surmise that they generate enough revenue to justify doing it since they do, in fact, continue to do it.

    Also, keep in mind that the true goal of this kind of marketing is to generate revenue from your non-paying players, not from your smaller population of paying players.

    For what it's worth - The company in question contracts the advertising to a third party firm. The game publisher obviously has to allocate the resources to creating the in-game items, but it look as if this third-party is responsible for doing the actual marketing.That in itself is interesting because it suggests that the "watch a commercial, get a reward" method is lucrative enough to support two companies.

    Again, is it making either of them filthy rich? Unknown and probably not. However - it's apparently making each of them sufficient revenue to continue the practice.
    • I'd watch Lauren Bacall without a prize.
    • I'm interested in gauging attitudes, not making a suggestion. I believe that Paragon Studios is already well aware of how their competitors incorporate advertising.
    • The commercial would be voluntary. "Click here".
    • I had a different example game in mind than Gaia Online, but it's interesting to know that more than one company is using that method.

    The more general question, perhaps, is this:

    How can you leverage your non-paying players to generate revenue?

    A successful free to play game will end up with some large percentage of players (Group F) that don't spend money, some smaller percentage of players (Group P) that occasionally spend a few dollars, and the smallest percentage (Group V) that are either subscribers paying monthly or premium players who regularly purchase game currency in large amounts.

    Group F is not contributing to your bottom line directly. However, they ARE a self-selected audience targeted around your game's theme. That's a marketable quantity. If the method of marketing them is non-intrusive as far as your paying customers go, then where is the harm in marketing that pool of "eyes"?

    I think we've established that in-game billboards were a mixed bag. The fact that so many of us still remember the shoe ad is, in one sense, a measure of its success, but that was the exact opposite of non-intrusive.

    The optional launcher commercial works well for the game I mentioned. Each game is different, though. Hence, my curiosity about attitudes here.

    Likewise, maybe to broaden the question - If you were tasked with marketing your thousands/millions of free players without intruding on your paying players, how would you go about it? Google ads? Market specials? Keep in mind that you don't want to alienate your Group F players. One reason the Pavlovian "watch a commercial, get a reward" model works (inasmuch as it does actually work) is that the Group F feels appreciated afterwards instead of exploited.
  9. Quote:
    Originally Posted by Feycat View Post
    Sorry, I can't agree with you.

    I AM the demographic that you folks have been talking up.
    See, I think you're not really seeing my point, here.

    I'm not really down on limits. There has to be some sort of limit and the "right" mix is going to be different from game to game.

    I'm talking about an attitude that free players don't deserve to be treated as having any value before they've pony'd up some cash.

    I wonder how quickly you would have subscribed to that PvP WARgame if the development staff and the subscribing players had made a point of treating you like a freeloader who didn't deserve any consideration at all, let alone the consideration that you were already being given?
  10. Yeah, Sally Field. My bad. I've gotten those two mixed up since I was a kid. *sigh*

    Sony "tweeted" them today (well, yesterday now that it's after midnight). New or old beyond that, I don't judge other than my having not seen them before.
  11. Quote:
    Originally Posted by Feycat View Post
    You're a tourist, except you're not even spending tourist dollars. You're a bum.
    Today's bum is tomorrows VIP. Players remember how they FEEL they were treated.

    If you launch a freemium game you are acknowledging that you are making a game where 80% (to pick a number at sort of random) of the players do not generate revenue. You do it because the other 20% DOES generate revenue and you figure that you can eventually convert some portion of the other 80%. The 80% are the loss leader; same as selling four cases of Coke for the price of one, because you also expect those shoppers to end up buying $100 of groceries to go along with all of that cheap coke they just bought.

    Making an official policy of treating freems as bums is poor business practice and a great way to insure that you NEVER convert them into paying customers.
  12. Quote:
    Originally Posted by BrandX View Post
    My point was, she doesn't need an outfit that just screams "I'm a psychic" to be a psychic hero as psychic heroes have no "psychic look" they look like all the other heroes out there.
    Yes, well, that's the misunderstanding since I wasn't referring to Swan specifically at that point. I assumed that was clear but perhaps it was not. As for looking like all the other heroes, that was the point of the aura. To give a way to NOT look like all the other heroes out there. If you WANT your hero to look like all the other heroes, well, that's easily done.

    In any case, I thought I made it fairly clear that while "psychic" is fairly generic that "magic" is not and that there are many ways that "magic" could be indicated using existing elements or by inventing elements unique to Swan.

    If I failed to actually do that, well, then I'll take a lesson from and it attempt to improve the next time around.

    As it stands, I think that Swan could be left entirely alone and just add an aura or extra element that suggests "magic".
  13. Informal poll time.

    How do you feel about sponsored content? As an example, a competitor of City of Heroes has a mechanism in place where you are offered an in-game item in exchange for watching a commercial. This all takes place outside of the game, in the launcher, before the game is launched but after you've logged in.

    So, for example, the competing game has a deal where you watch a Thundercats commercial and you receive a Sword of Omens or a logo tee-shirt or a logo poster to put on a house wall.

    So, as a thought experiment and not as an indication of any kind of real-world example, The film _The Amazing Spiderman_ might offer an account-wide spider chest symbol unlock for watching a trailer of the movie.

    How do you feel about that kind of sponsored content?
  14. Quote:
    Originally Posted by Arcanaville View Post
    I don't even know what to think about works like The Time Traveller's Wife or Gravity's Rainbow.
    A few of those choices were highly questionable. I mean, Animal House? Really? I know that people seem to classify Orwell as sci-fi for some fairly bizarre reasons, but why that one? It's political satire. Talking animals does not make it automatically fall into either fantasy or sci-fi.

    Likewise, The Princess Bride. I'm probably one of the few people who own and have read the book, but that's because the movie is one of those rare films that is better than the book. Anybody who has actually read The Princess Bride would laugh at its classification as "fantasy".

    Was there any Michael Crichton on there at all? If there was, I didn't notice. The Andromeda Strain, at least, is just about as hard sci-fi as you can get and it's a gripping story even though it's fairly dated today.

    Oh, well. I think that the list is mostly pretty solid and it's only big drawback is that it's so challenging to choose only a handful of them as "best".
  15. Wow, talk about a hard list to try and compile.

    In the end, I tried to strike a balance between recent and classic fiction, sci-fi and fantasy, and to choose books that I still look back at today as something that made a personal impression upon me. There are so many that qualify from a strictly affected the world standpoint that it seems like a personal list is really the more appropriate one.

    Even so, ten is way too few to have to choose. As it was, I had to make decisions based on things like "I already chose that Author once - I need to expand beyond one person's works".

    My final list:

    A Canticle for Liebowitz - I recently re-read this as an e-book and I was blown away at just how good this old classic is even decades after it's initial publication.

    I Am Legend - One of the most often filmed sci-fi stories ever and the films still have nothing on the stark story-telling of the original text.

    The Illuminatus! Trilogy - A lot of stories claim they'll "blow your mind" but Illuminatus! actually accomplished it.

    The Lord of the Rings - 'nuff said

    The Martian Chronicles - I break my unspoken rule above and have Bradbury twice. I read this in third grade and it opened my eyes to ideas that went way beyond just rockets into space. It's literally been nearly forty years since I last read it and I still remember parts of it vividly.

    Something Wicked This Way Comes - This book instilled in me, or maybe brought out in me, a love of an entire genre that rotates around summer and lost innocence and the Americana that probably never really existed except in the popular imagination. This book may be prose but it's spirit is pure poetry, exceeded only by The Halloween Tree, another Bradbury masterpiece.

    The Stand - King's greatest work, IMO, and one that manages to capture the spirit of The Lord of the Rings while still telling a believable modern-day story.

    The Vlad Taltos Series - If my avatar doesn't already give it away, I am a big Brust fan and consider this series to be one of the best pseudo-fantasy series around. Or maybe it's a pseudo-sci-fi series. It sort of depends on your viewpoint, and Brust makes it clear that neither classification really matters. This series embraces the idea of the "unreliable narrator" and encourages readers to make their own conclusions about what constitutes "truth", particularly when dealing with history. Pretty much like real life.

    The War of the Worlds - Another story that made a big impact on me and whose message, that man could fail while the most humble creatures on the planet could ultimately save us, made a big impression on a young impressionable mind.

    Watership Down - This is hands down one of the best fantasies of any kind every written. Watership Down is so much more than just a "quest fantasy" with bunnies as protagonists. The proof of this is that so many imitators tried to duplicate its success and managed to fail completely. The mythology of the rabbits is every bit as compelling as that of the peoples in Tolkein's stories. I'd rank it as one of the best novels every written, frankly.

    There are so many more great books on that list. It's a bit painful to have to choose only ten.
  16. Eh, there clearly have to be limits and $5 to gain Premium status is clearly a small price to pay. I can quibble about what those limits should be but I have no problem acknowledging the above listed facts.

    I will argue vehemently, however, with anyone who says "Free players are not customers and don't deserve consideration as customers." Even someone I have tons of respect for.

    One of the worst side effects of a development staff with that attitude is that it gets communicated to the players, on both sides of the line. Two things happen.

    One is that many of the free players end up leaving because they feel unappreciated and while you can argue that any of them are worth appreciating, you can't argue that each one is a lost sale.

    Two is that development staff ends up loosening the restrictions and offering bennies to the free/premiums to stem the tide of their departure and the VIP's who have been accepting that they were second class citizens start getting upset that the freebies are being catered too now and treated like a valuable commodity; something that the VIP's thought of as their sole provence.

    I hope for the sake of Freedom that the staff of NCSoft and Paragon Studios do not subscribe to the belief that free customers are not actually customers.
  17. Quote:
    Originally Posted by Arcanaville View Post
    People who do not pay to play the game are not customers.
    You can't take that attitude when you're running a freemium game. The whole point is to show them that it's worth crossing the line to become a premium or VIP. The free line is not there to somehow demarcate the worthwhile people from the less worthwhile people. That's the kind of elitist attitude that caused so much trouble when EQ2 Extended launched. No matter what the existing subscribers and even the developers desired or intended, the free players did not view themselves as "non customers", nor did they view themselves as potential subscribers for the most part. They viewed themselves as potential purchasers

    You might as well say that your local grocery store shouldn't speak to or assist anyone wandering the aisles looking lost until they buy a pack of gum first.
  18. Quote:
    Originally Posted by Arcanaville View Post
    The reason City of Heroes: Freedom asks for an investment from the player before allowing them to participate in activities that can be socially damaging is that this then creates a material cost associated with account banning. If I can abuse the community or the game with a completely free account, there is zero cost to making another one if its banned. If there is a cost associated with equipping that account with the rights necessary to produce that abuse, it will tend to discourage players from risking a ban, and it will increase the costs associated with chronic abuse.
    I acknowledge the truth of your words, yet remain unconvinced that teaming with other free players represents an example of such abuse. As far as I can tell, the proposed limit is about preventing freems from leading teams, not from joining them. As such, it's not much protection from RMT advertisers while still being a significant speed bump to a potential customer.

    Quote:
    Originally Posted by Arcanaville View Post
    The devs can ignore RMT in the same sense they can all hold their breaths until they pass out and then reorganize the company based on who regains consciousness first. That it is possible does not make it any less stupid.
    That sort of goes without saying but the fact remains that the current limitations aren't going to inconvenience a RMT in any way that matters. The amount of RMT that already takes place in the subscription game is ample illustration of that. Given that the limitations are ineffective on the face of it, I have to assume that they are, in fact, aimed at customers and not at RMTers.

    It's my contention that treating customers in that fashion is bad for business. There's only so much damage that a really determined troll can cause in this game. This isn't Everquest or WoW where one person can wipe a once-a-week raid for 100 people. The current limits on communication already accomplish all of the necessary policing. I don't see why newbies need to be prevented from forming teams also.
  19. The FAQ at IMDB suggests that this is not actually a prequel to the most recent film. It's a reboot that's telling the story from the beginning instead of from the end.

    There are no citations anywhere so it's not clear how much of the FAQ is fact and how much is opinion.
  20. Stills from the upcoming film, The Amazing Spiderman

    Yeah, that weird twitter-style title is meant to mean that while this is a Flikr photo album, the link came from the official Sony Pictures Twitter account and is presumably an official release of said photos.

    I guess this film is a reboot of Spiderman instead of a continuation? There are no captions, so I'm completely guessing about the following speculations:

    One photo depicts Peter with an older man (Martin Sheen) and woman (Karen Valentine). Uncle Ben and Aunt May? That would be a new take on Aunt May, though I can sort of see Martin Sheen as Uncle Ben given the right material.

    Another photo depicts Peter's battle wounds being tended by young, blond girl who, based purely on appearance, suggested to me that she might be Gwen Stacy.

    The costume is a bit more "movie superhero" looking this time around. He also has real webshooters instead of the organic webbing they went with in the previous incarnation. The webshooters look pretty authentic, inasmuch as you can use that word in reference to comic book weaponry. heh
  21. Quote:
    Originally Posted by Quasadu View Post
    That's a lot easier for you to say than for NCSoft to do. They cannot just ignore RMT. It's not an option. They have to put roadblocks up.
    On the contrary. They can easily ignore it. If they're going to put roadblocks up then they should be meaningful roadblocks. As it stands, if I am a gold farmer and I make $100,000 of profit annually off of 1000 RMT play accounts, and the cost is that I pay $5,000 one-time to get access to teams and to more channels for communication, then there isn't any question that I'm going to pay it and get on with my farming. It isn't a roadblock at all. It's just one of the costs of doing business, as far as I'm concerned.

    The only people who get "roadblocked" are the true newbies who are trying the game out and might actually want to spend money on it if they have fun playing it.

    Re: Villainy - It pretty much appears that the problem with being your own villain instead of someone else's lackey/servant/employee/agent/whatever is that it becomes a sandbox game instead of a mission driven combat game. A true super villain is someone who is either an evil mastermind or someone who is pursuing some sort of individual agenda. Any way you look at it, the villain has to provide his own plan and his own measure of how successful he is at achieving his plan.

    This is something that most players aren't prepared to do and wouldn't really find all that fun if they had to actually do it. They'd rather just be anarchists and burn down the game world and THAT'S their idea of being a "Villain". It doesn't help that the game doesn't, and can't, support an objective measure of wealth. There's no way to look at another person's character and say "I'm more powerful than you". In the end, everyone is relatively the same. For heroes who are trying to preserve the status quo and act selfless, that's not a problem. For villains who want to rule the world or otherwise reach the pinnacle of whatever it is that motivates them, that's unacceptable and, hence, they are left with an experience that "doesn't feel villainous".
  22. I'm reserving judgement on the whole business of limiting communication and teaming ability on free accounts.

    I personally feel it's a grave error; an opinion I base upon being a player of several F2P games myself and having participated in the associated communities. That is inherently subjective, alas, but I feel it is accurate in this respect, regardless.

    If the point is to convert freebies to premium, then offering a lot of enticing, low-cost shinies to get them to spend that initial five bucks is the answer; not telling them "You can't team up unless you pay up." Limiting non-essential game systems is expected. Limiting essential quality of life game systems is extortion and will be viewed as such. Free players do not take kindly to being extorted into becoming paying players. Making the conversion of freems to subscriber a goal of your payment model is a mistake - it should be a consequence, not an obvious goal. Free players who feel railroaded are players who dig in their heels and say "Pancake you".

    Again - I have no statistics to back up what I say; only life experience.

    By the same token, if the goal is still some attempt to limit "gold farmers" then my response is "get over it". This kind of limitation punishes the legitimate players a lot more than it punishes the offenders. In fact, if "gold farming" is really lucrative enough to pursue the activity in the first place, then the farmers will have little problem forking over the five bucks per account to become premium members themselves and circumvent the limits.

    Gold farming is going to be a consequence of freemium play. Get over it. Get past it. Don't limit legitimate players in order to target the smaller population of undesirables.

    As for the topic of "villainy" - It's almost a pointless discussion because it means a dozen different things to a dozen different people. I have to shake my head when people complain about "not being villainous" because I find that most such people don't really think like a real super villain.

    What they generally mean is that they want to engage in Grand Theft Auto petty villainy - hiring a prostitute and then killing her and stealing her money and dumping her out of the car and then going and doing it again for the lulz.

    They want to run down the streets of Paragon City killing every civilian they see and laughing while they do it. They don't really have any concept of what they would do if they actually had free reign to try and make something of themselves as an immoral or amoral super-powered individual in a world that was theirs for the taking.

    It doesn't help the villains are considered "rugged individualists", by and large. This is all the more obvious when you get all of the complaints about players being "lackeys" in Arachnos instead of feeling like Arachnos is a support organization that is grooming them for better things.

    On the one hand, that's a problem with the design of Arachnos, but on the other its a sign of the unrealistic expectation of the players - namely, that there's space at the top of the villain food chain that is theirs by right and that there shouldn't be someone else already at the top who wants to keep their power and squash the budding villain like a bug before she becomes a credible threat.

    There's a reason that organized crime is organized. It's because chaos is bad for everyone involved.

    A procedural game with set resources, scripts and responses to player actions can't really simulate villainy in the way that it can simulate heroism. Not without making it another game entirely.

    Maybe what's really needed is for someone to develop a super villain game first, and then add the accompanying super hero game on top of THAT. Maybe then, people would get the kind of game that lets them "feel like a villain".
  23. SlickRiptide

    Stan and Lou

    Quote:
    Originally Posted by mousedroid View Post
    I've been on the forums almost daily for over 3-1/2 years and I don't recall ever hearing/reading about Stan and Lou. And since I can't access youtube from work, I still don't know who they are.
    Then make a note to find out when you get home.

    Stan and Lou are the Abbot and Costello of the Rogue Isles. Classic.
  24. I think a thread from two weeks ago is only Mostly Dead rather than All Dead.

    On the topic, I'd say that changing archetype names to reflect alignment is muddying the waters for no particularly useful purpose. In a co-op zone you don't care and in an aligned zone you know they're the same alignment as you by virtue of their presence. Never mind the confusion when someone decides to change alignment.

    "Pancake it! I'm a pancaking Brute, not a pancaking Gladiator! I was born a pancaking Brute and I'll always be a pancaking Brute!"