Cyclops: "Wolverine is FAG!"
Wolverine: "I am not! I kik ur ars in PvP. QQ more Siklops you == teh lose"
Cyclops: "Ur just got overpowered regen FoM character."
Rogue: "Hey guys, can't we all just get along."
Wolverine: "Show us ur boobs Rouge!"
Cyclops: "LOLZ!"
Beast: "LOL!"
Rogue: "Oh please."
Cyclops: "Jean Grey has the better boobs."
Wolverine: "NO WAI!"
Beast: "Yuh uh!"
Jubilee: "Reported."
Cyclops: "What who?"
Cyclops: "Who u reporting I not done anything."
Jubilee: "I'm reporting you and Wolverine."
Cyclops: "We didn't do nothing."
Wolverine: "Jubilee got no boobs."
Cyclops: "LOLZ!"
Beast: "Ha ha"
Iceman: "ROFL!"
Storm: "Hey what about my boobs?"
Letting players loose on your carefully crafted IP is just going to end in tears and far too many screenshots of Wolverine and Cyclops trying to gangbang Rogue or Magneto or each other. So what to do? I'd like to see the game building a story of your character as a hero in their own right. Starting off the game as a civilian could be an interesting ploy, it allows you to build the story right from scratch and work your way through one of the most interesting parts of any hero's story, the act of transformation. Bruce Wayne's struggle and eventual coming to terms with the bats in the cave beneath Wayne Manor for example, which represented more than a phobia of flying rodents, but a struggle with helplessness and fear. Peter Parker's horror and confusion at his newfound power, followed by jubilation and freedom and then regret and the oppression of responsibility. It could be argued that these moments, above all things, make these characters what they are, to themselves and to their audience. The act of discovery is beautiful in its own right, so why deny your players the chance to experience this with their own characters, and perhaps provide a unique bond between that player and their virtual alter ego.
It would beat starting the game as a low powered hero.
Officer: "Help! Infernus! There are people stuck in the bank's vault; they're running low on air and it's been frozen shut by the icy Dr. Blain!"
Infernus: "Sorry officer, I'm only a low powered hero. My powers are quite limited. I can reheat that cup of coffee for you though, if you'd like."
Officer: "I, uh... sure."
Infernus: "Ok! It'll take me about twenty minutes or so, but then it should be nice and steaming again. Stand back now. Infernus calls forth the inferno of Hades to do his bidding!"
<A little puff of smoke and a tiny match-like flame spring forth from the palm of his hand>
<Infernus grins sheepishly at the unimpressed policemen>
Have your players start out as civilians and have them pick the route they want to go through to become the hero of their choosing. A player could run missions at the local military facility if they wanted their hero to be the result of scientific military experiments, or perhaps they will find a military battle-suit that they steal and use for the good of mankind. Once the basic concept of the hero has been decided through pre-hero quest choices the transformation mission would be undertaken. Lord of the Rings Online has shown that the instanced, scripted mini quest is very viable as a method of storytelling, and I imagine it could work well in the super hero genre as well.
But it shouldn't stop with the drama of the transformation, the life of a super hero is defined not just by the villains that they fight and the wrongs that they right, it's also about the struggle with anonymity and with being misunderstood, it's about having to leave loved ones behind or neglected, and it's about the crushing responsibility of power over the lives of others.
It's about human nature when faced with the unnatural.
And this is the problem that Marvel and DC have with their games; in my view their heroes are compelling because of the story surrounding them, it's not about the flashy powers (if you think about it, most of them have a very limited range of powers), it's about the way that they use them and the stories that result from the use and misuse of these gifts, as a normal human being comes to terms with the extraordinary and the resulting moral decisions. The problem is that the MMOs of the past have never been the greatest medium for the telling of tales where the character is concerned, oh yes there are stories, stories abound, but they are not about the character, they are about the world the character lives in, or they are about the lives of the NPCs with which the character interacts. What I'd dearly love to see in these future super hero games is a new take on MMOs, where storytelling becomes an integral part of the player's game, such that a player becomes so involved in the story of their character, where to live the decisions, victories and failures of the character becomes so integral to their idea of a super hero that they do not care to play as that meat-headed Wolverine, because their character's story is more compelling to them.
The super hero genre unlike any other has the ability to break the boundaries of MMO convention just as their characters break the boundaries of human endeavour, but it may well take a super human effort on the part of the developers to make it a virtual reality.
5 comments:
The problem is that the MMOs of the past have never been the greatest medium for the telling of tales where the character is concerned, oh yes there are stories, stories abound, but they are not about the character, they are about the world the character lives in, or they are about the lives of the NPCs with which the character interacts.
You hit upon the crux of the problem. This is not a medium that is particularly well suited for this sort of thing.
Some of the X-Men games on Playstation had a nice bit of plot where your main hero was a new character learning about their powers. You got to go through the Xavier Institute and meet and work with all the established heroes. A very cool game. I have no idea how you could possibly make that work in an MMO.
Also, the chat at the beginning of this post is an absolute gem.
Interesting idea. I could see that working if you had some sort of single-player scenario that went along with character creation. Kind of like what Age of Conan is planning.
Hmm, I guess Lord of the Rings online does a similar sort of thing with their instanced introductions, which work wonderfully well, it'll be interesting to see if Age of Conan does a similar sort of thing or takes it a step further.
However, what we're also looking for is a continuation of that very personal story throughout the rest of the character's life, and that is where we hit the stumbling block, as people have rightly pointed out.
Perhaps telling a story for each individual player is too ambitious, maybe what would work better would be communal storytelling, making the story revolve around the entire community on a server, not the NPCs on that server, but the player community. I wonder if that would be a more compelling and involving idea, such that instead of having to create new raid content for players to bang their heads against, you could create extensions to the story that all players would feel a part of and would want to be involved with.
*reads the first piece of chat*
I think you've overestimated the literacy and maturity of the players involved.
Perhaps drastically, depending on whether you're talking about logging in just after the end of the school day.
True.
I probably shouldn't have used vowels at all, but they're just so deliciously nucleic.
Or dlcsly nclc, as the end of school crowd would say.
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