Interesting blog on city designing in games


Antoinette

 

Posted

I've always felt that Mercy could have rivaled Atlas for a more vibrant, inviting, intuitive experience with different planning. While some don't enjoy the the gloomy atmosphere, my problem lies with the distance and difficulty between keypoints compared to the hero starting zones.

A starting zone may seem trivial to some but I often wonder if it was just another reason or the first reason that villains is far less popular.

Atlas, on my server, feels like a mecca. The new kids look straight ahead, amble up the stairs to find: trainers, initial contacts, SG registry desk, and the lively square. Again, maybe just my server, but that square is alive with as many 50's as level 1's. It's easy for a 50 to casually recruit for their supergroups on the way to other places they might be headed to anyway: SG desk to pay rent, Recluse's Victory inside City Hall, one of the WentWorths (incidentally, the one closest to an AE building) and RWZ. Those 50's help provide new players and new characters a player support system. Questions are answered, contests are held, groups are joined, community is formed. And from Atlas, a new player or character can journey easily to so many other zones: behind them to the Sewers, left to Perez Park, straight ahead to a tram with all the low level zones, and right to the Hollows. It's not just the zone's amenities that are accessible, the world beyond feels immediately accesible.

Mercy, has some things up front, yes: trainer, quartmaster, hospital and initial contacts. The difference being the wide open view compared to an multi-level platform. Run up, run down, run up, run down. I don't know if I want someone's first experience to feel grindy in every little thing. From there, it's not an impossible or challenging task but by comparison perhaps a less welcoming path to WW's counterpart and to a ferry which takes the player to just one other zone. Beyond that, all the reasons Atlas has to attract 50's are not there: the SG registry is in Port Oakes, Recluse Victory is accessible by Grandville, RWZ isn't first found until Cap au Diable.

You almost feel that in a choose your own adventure game, heroes is all about choices and villains is a stiff linear road to the last page. Sure, Mercy might be boring and repeative if designed exactly like Atlas but it could have given villainside a boost from more planning geared to introducing villains to their community and world not just the next zone set far stage exit left.

I don't know how Praetoria is accessed. If we have to gain entrance or if it will truly have its own starting zone but I wonder if Mercy will feel more like Boomtown after. Not because the new expansion is shiny and new but because Mercy doesn't have the same reasons as Atlas to choose it to begin with (other than being the only place to start villains now).


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Quote:
Originally Posted by Slice_O_Pie View Post
I've always felt that Mercy could have rivaled Atlas for a more vibrant, inviting, intuitive experience with different planning. While some don't enjoy the the gloomy atmosphere, my problem lies with the distance and difficulty between keypoints compared to the hero starting zones.
If there's one thing no zone in CoV can be accused of, it's being welcoming. Even the zones that are supposed to be welcoming tourist traps are clearly hostile, scary and unappealing, and I'm starting to wonder if this is by bad design or if someone got stuck listening to Papa Roach when designing the CoV landscapes. Because, when you get down to it, that's basically what every square inch of the Rogue Isles tells you: Cut my life into pieces. This is my last resort.

Sheesh!

Quote:
Mercy, has some things up front, yes: trainer, quartmaster, hospital and initial contacts. The difference being the wide open view compared to an multi-level platform. Run up, run down, run up, run down. I don't know if I want someone's first experience to feel grindy in every little thing. From there, it's not an impossible or challenging task but by comparison perhaps a less welcoming path to WW's counterpart and to a ferry which takes the player to just one other zone. Beyond that, all the reasons Atlas has to attract 50's are not there: the SG registry is in Port Oakes, Recluse Victory is accessible by Grandville, RWZ isn't first found until Cap au Diable.
My burning hatred for Atlas Part notwithstanding, I honestly can't say a ramp is much to complain about, especially considering you have to climb two flights of stairs and go through one door and two halls and one open doorway just to get to your contact, then do it all over again to get back up, at which point you're given a mission in the far corner where enemies are +4 to +5 to you, only to find out you can't actually get there because you're blocked by a 20-foot-tall wall-for-no-reason and you can't go back to the terrace you jumped off of because there are no stairs leading up. And then when you hit level 5, you start being given missions on the butt end of Kings Row where enemies could be +5 to you and over, spawning bosses not infrequently. And then you have to run all the way back to Atlas Park to hand in your mission.

Seriously, strip the revolting "public gathering spot" side of Atlas Park and you're left with a zone that's really badly designed in almost every way.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Mercy should've started inside the walled city and delved down into the ruined rotten mercy island we all know and dislike. Early doors INSIDE the walled city, 5-10 missions down in buttsville. No more running across Mercy 5 times (with no travel power--they should've had little arachnos scooters in Fort Darwin!) to do your very first Story Contact. And since it's all ruins and junk it's natural the enemies are a bit stronger than what they have up topside. Or you could've gone straight to PO after dinging 5 and get your CoV newspaper from your broker. (what I do--screw Kalinda and Burke's missions, I just fight my way towards the ferry and hopefully had dinged 5 by the time I get there). Not to mention the SG registrar could've been moved out of PO and live in the completely unused Fort Cerberus or something...used to have to answer "where do you make VGs?" a lot on the help channel and explain how to get to the TALLEST BUILDING with the Arachnos flags hanging off it in the middle of Marconeville over in PO, you can't miss the thing...

I wish they had copy and pasted some snake tunnels to be the villain's sewers. It wouldn't need to be large--Paragon's sewers are just stupidly huge. As are the Troll Caves beneath the Hollows...actually, they could USE the troll caves and fill them with Snakes and nobody would be the wiser. How many people even know the Troll Tunnels are down there, existing only to be an irritating troll-infested maze you have to traverse during the timed Hollows Trial?


 

Posted

Quote:
Mercy should've started inside the walled city and delved down into the ruined rotten mercy island we all know and dislike. Early doors INSIDE the walled city, 5-10 missions down in buttsville. No more running across Mercy 5 times (with no travel power) to do your very first Story Contact.
From a gaming point of view this would be the ideal situation i think. However from a story point of view, being dropped off in the far corner away from civilisation after being freed is probs the better solution.


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Posted

Quote:
Originally Posted by Slice_O_Pie View Post
I've always felt that Mercy could have rivaled Atlas for a more vibrant, inviting, intuitive experience with different planning. While some don't enjoy the the gloomy atmosphere, my problem lies with the distance and difficulty between keypoints compared to the hero starting zones.

A starting zone may seem trivial to some but I often wonder if it was just another reason or the first reason that villains is far less popular.

Mercy, has some things up front, yes: trainer, quartmaster, hospital and initial contacts. The difference being the wide open view compared to an multi-level platform. Run up, run down, run up, run down. I don't know if I want someone's first experience to feel grindy in every little thing. From there, it's not an impossible or challenging task but by comparison perhaps a less welcoming path to WW's counterpart and to a ferry which takes the player to just one other zone. Beyond that, all the reasons Atlas has to attract 50's are not there: the SG registry is in Port Oakes, Recluse Victory is accessible by Grandville, RWZ isn't first found until Cap au Diable.

You almost feel that in a choose your own adventure game, heroes is all about choices and villains is a stiff linear road to the last page. Sure, Mercy might be boring and repeative if designed exactly like Atlas but it could have given villainside a boost from more planning geared to introducing villains to their community and world not just the next zone set far stage exit left.
These are all reasons I've given time and again for my dislike of CoV, but the two biggies are the clumsy-to-the-point-of-retardation zone design and the fact it isn't a sandbox game, but rather keeps you on rails the entire time.

The biggest part of Going Rogue that I'm looking forward to is taking my much-loved Brute away from the much-despised Rogue Isles.


The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction

 

Posted

Wow, so *not* where I thought this thread would go, but entertaining nonetheless!


 

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That was fascinating, Tyrrano. Thank you for posting it!

As the article implies, using a combination of these automated processes and subsequent hand-editing would greatly simplify game designers' ability to create large, realistic (or "realistic," depending on the game) urban environments. My big wish would be for something like this to be made available to players. Perhaps we'll see it with the release of Issue 163 (estimated release: summer 2031) or City of Heroes 8: Return of the Revenge of the Rogue Vigilantes.

Since the thread here has developed into a place to criticize the game's architecture and building layout, I'll simply observe that while I think many of the architectural elements (textures, buildings, etc.) are quite good, the way they are assembled to make a world is imperfect. Personally, I would have gone with a more accessible city structure for mission maps and cityspaces, even the run-down areas of the Rogue Isles. Instead, probably as an inheritance from the gaming tradition of a game area as a goal-oriented maze to be navigated, the devs went with a design that sacrificed accessibility for the ability to send players along particular routes, both indoors and outdoors. It will be interesting to see if the Praetorian cityscapes are the same.

And, of course, more variety in element design would be nice. Even having the weather be set to "sunny" in one of the Rogue Isles, for instance, would make a significant improvement. I don't see this as happening in existing content any time soon, if ever, but we might see it in future games.


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...

@_@ puuuuurrrrdyyyyy...


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I actually like the villain zones way more than the hero zones. Villainside has life, atmosphere. Every zone has a clear purpose, theme and backstory.
Heroside zones are just generic, bland and boring. The only zones I do like are the Hollows and revamped Faultline. I'd like Croatoa too, but for some reason I find that it's apart from the rest of CoH. It just doesn't seem to fit in.


@True Metal
Co-leader of Callous Crew SG. Based on Union server.

 

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Quote:
Originally Posted by TrueMetal View Post
I actually like the villain zones way more than the hero zones. Villainside has life, atmosphere. Every zone has a clear purpose, theme and backstory.
Heroside zones are just generic, bland and boring. The only zones I do like are the Hollows and revamped Faultline. I'd like Croatoa too, but for some reason I find that it's apart from the rest of CoH. It just doesn't seem to fit in.
I like Villains Zones too! I'm surprised most people hate Mercy Island. I love the Gothic buildings and clock tower and Victorian details. The mini bench patios are so cute.

I think many people think that villain side has a lot of garbage and bad design, but it is not the bad design its the lighting. I've seen more trash in hero side than in villain side, except Mercy Island, but that's because Mercy's lore says it's so...

I remember one time in close beta where they have set the Villain zone lighting into the "Hero Side" lighting. The zones were so bright and the grass is greener and the sky was blue. It was kinda cool but because it was something new to villain side, only it was a bug/error.

Most hate it because Mercy is the starting point of villains and to them it is almost repetitive. Almost all missions are in same area and Kalinda and Mongoose and the other guy >.> are the only starting contacts.

Make sure to explore Mercy Island's shores. Discover the Shark Hunter's house and take screenies of the hanging shark. Take walks on the beach too and discover many more underrated stuff, you will be surprised! Ride a boat and use fishing emote!

Villain Zones definitely has more depth than Hero side. Sometimes we need to stop fighting crimes or stop doing crimes and appreciate what is in our surroundings :P

As for the topic, St. Martial's city has a good City NYC set up. I'm excited to see what Going Rogue has to offer. I really wish buildings have names of a company and more lights and not just some random building put in a spot just so they can call it a city.. I also hope we can all go inside and at least go from first floor and top floor by elevator.


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Quote:
Samuel_Tow needs to update:

My burning hatred for Atlas Part notwithstanding, I honestly can't say a ramp is much to complain about, especially considering you have to climb two flights of stairs and go through one door and two halls and one open doorway just to get to your contact, then do it all over again to get back up, at which point you're given a mission in the far corner where enemies are +4 to +5 to you, only to find out you can't actually get there because you're blocked by a 20-foot-tall wall-for-no-reason and you can't go back to the terrace you jumped off of because there are no stairs leading up.
You do know with I17, they don't do that to you any more, right? The starting arcs have all been adjusted to not drag you a million miles away and in over your head level-wise.


Dec out.

 

Posted

So the assumption is come GR, you have a great time, get to level 20, and then decide Hero or Villain. So zone wise you have weigh your choices.

Go Hero and you can go to
Talos
IP
Striga
Faultline

or go Villain and you can go to
Sharkshead Isle

Sharkshead is so lame, its so lame, everyone would say Sharkshead is their least favorite island if Mercy wasn't lamer.

I bet someone gonna follow up this post and tell me about some Hazard Zone blueside, that I haven't been to in over 2 years as anther option for Paragon bound Pratorians.


 

Posted

The compartmentalization of missions to one zone is both the strength and the weakness of CoV. It's easier to get around and complete, but staying in the same dreary zone mission after mission can become tedious.


Dec out.

 

Posted

Quote:
Originally Posted by warden_de_dios View Post
So the assumption is come GR, you have a great time, get to level 20, and then decide Hero or Villain. So zone wise you have weigh your choices.

Go Hero and you can go to
Talos
IP
Striga
Faultline

or go Villain and you can go to
Sharkshead Isle

Sharkshead is so lame, its so lame, everyone would say Sharkshead is their least favorite island if Mercy wasn't lamer.

I bet someone gonna follow up this post and tell me about some Hazard Zone blueside, that I haven't been to in over 2 years as anther option for Paragon bound Pratorians.
I agree that visually Sharkhead is the least appealing villain zone. It still is a lot better than lame, generic IP and Talos or boring Striga though. Sharkhead has some great arcs too. Something that can't be said from IP, Talos or Striga. Lots of choice doesn't help when the options all suck.

Faultine is nice though.


@True Metal
Co-leader of Callous Crew SG. Based on Union server.

 

Posted

Quote:
Originally Posted by Decorum View Post
You do know with I17, they don't do that to you any more, right? The starting arcs have all been adjusted to not drag you a million miles away and in over your head level-wise.
The same was done to Mercy, as well, negating the comments about long treks through difficult terrain for anything outside of the Market, which in turns isn't really needed that early in the game anyway. I just chose to address the comments within their context, rather than challenging it.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Olantern View Post
My big wish would be for something like this to be made available to players. Perhaps we'll see it with the release of Issue 163 (estimated release: summer 2031) or City of Heroes 8: Return of the Revenge of the Rogue Vigilantes.
You know, I've spent a lot of time talking about "evil lairs" and equivalents like "home turf" which would be kind of like base building, only on an above-ground set, and this idea actually fits very well. Suppose each hero had his own "home turf" that's, say, beat down and crime-ridden at the start, but through a few home-specific missions, say 1 per 10 levels, it could be cleaned up, improved and eventually flourish. You know, kind of like Villa Monteriggioni


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

The idea of being able to lay out custom massive interactive cities for gaming, in a relatively short amount of time is exciting. It gives hope to the future for game developers. Cities like steel canyon would be a thing of the past.

Real life looking cities with a huge variety of building types (like some of the images in the article) could be created for us to fully immerse ourselves in the virtual world.


Quote:
Originally Posted by Tyrrano View Post
Wow, so *not* where I thought this thread would go, but entertaining nonetheless!
Yeah, it kinda went to "which side cityscape do you like"

That being said, I prefer the layout of the villain zones to Hero. More realistic layouts. imo. Although, being on the east coast some of the cities I am accustomed to are older and have more random layouts that conform to where the original roads were. Having visited a few western cities, i see they are more properly planned out ahead of time. (of course this is just an observation, not to be taken as a constant). Just compare lower Manhattan (the village) to the rest of it. Convoluted streets eventually giving way to the grid system as you move north. I love the old school cities and love to run my character thru it's streets.




currently reading: A Mighty Fortress (David Weber)

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
You know, I've spent a lot of time talking about "evil lairs" and equivalents like "home turf" which would be kind of like base building, only on an above-ground set, and this idea actually fits very well. Suppose each hero had his own "home turf" that's, say, beat down and crime-ridden at the start, but through a few home-specific missions, say 1 per 10 levels, it could be cleaned up, improved and eventually flourish. You know, kind of like Villa Monteriggioni
Mmmmm... I likey this idea much.


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Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

Quote:
Originally Posted by Tyrrano View Post
Wow, so *not* where I thought this thread would go, but entertaining nonetheless!
Yeah, seriously. Did they not read the article?

In the least, relating it to CoH, I'd imagine this new technology would be able to set up a city map for you, server side, and then plop your character inside it so you can destroy it.

Is that not what a mayhem mission is suppose to be? I wonder if this would be usable by future MMOs that could incorporate game-world changes that were caused by players. Rather than a static indestructible world, you have cityscapes that will alter over time by actions instituted by players.


 

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I see that sort of technology as having potential for indoor missions, like the office/cave maps.


 

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The thread title got me longing for SimCity 5. I think I'll go sit in the corner and be disappointed for a while


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