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Story, content, customization, and features

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Empyrean
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Story, content, customization, and features

I've been reading around the fourms a lot and reading and listening to interviews with Warcabbit, and some disparate things occurred to me and then crystalized, and I just wanted to mention them for discussion.

VERY frequently-put-forth keys to the real success of CoT as a game are:

1) Story. The game story, your individual story that you want to tell. LOTS of good story.

2) Content. We won't have voice-overs at first to foster tons of good content.

3) Customization. Nuts, crazy, over the top customization. Anything and everything possible.

I agree with all of these and was thinking about what game features, once in place, support this with the least long-term effort from the Devs, and had some Ideas.

1) Obviously, the character creator and customization, and they are planning on knocking this out of the park already. Warcabbit has stated that he feels part of the endgame is alting. PART! Not all or most, just part, don't worry.

2) Player created content (ie Mission Architect/Foundry). This was a CoH innovation that had problems at first but is now much copied, VERY popular. and on it's way to becoming standard. And it becomes another form of self-generating content and endgame if done well. If you only know it from CoH, look into the Foundry. Once the bugs are worked out, it's amazing for fun in a game.

3) An adversary system (a la CO's Nemesis system). This is an AMAZING and amazingly fun innovation of Champions that was started and never debugged or developed. It's potential is equal to MA/Foundry, but noone has done it right yet. It would allow you to create PERSONAL STORY BASED CUSTOMIZED CONTENT THAT YOU COULD SHARE WITH OTHERS. I could see people spending as much time dinkering around with their Arch-enemy and their minions as they do with their builds and costumes. Nuff said.

Since we are a playerbase with tremendous creativity who love to spend game time creating as much as playing (in general, I know some of you don't, but that is a unique trait of our community and genre), these things would spit out TONS of unique, inventive, and creative content that only costs the Devs the initial feature creation plus some debugging and developing.

Now, I KNOW gameplay and endgame content are important too, and feel free to discuss the relative importance of them--I was just basing this on what I heard MOST mentioned on the forums by perspective players and MWM folks. Also, I know the "Path System" that has been discussed could subsume some--or maybe all :O--of these features. If it did, then wow. Just wow.

Whatchall think?

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

syntaxerror37
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I think the only thing you

I think the only thing you missed was robust teaming options: large (>5) teams size, side kicking/exempting, good LFG system, etc.

Otherwise great summery.

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AJSB
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I think there is a way to get

I think there is a way to get a lot more voice work than you may think. We can have community members with high quality microphones send in voice samples to the devs. Those who are selected could do the voice work in exchange for some of the kickstarter benefits.

I definitely agree with you about the nemesis system. I was trying to propose a more immerse and compelling version with my personal mythology system, but no ones seems to be interested in that.

How would the path system (you mean wild star path system, right?) subsume these features?

Empyrean
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syntaxerror37 wrote:
syntaxerror37 wrote:

I think the only thing you missed was robust teaming options: large (>5) teams size, side kicking/exempting, good LFG system, etc.
Otherwise great summery.

I was mainly focusing on systems that, once in place, would spit out content and create fun "time-sinks" that the Devs wouldn't have to spend their own time actually creating and writing, allowing the game over time to develop lots of player created content and story ON TOP OF that created by the Devs--leading to tons of fun content for a relatively small time investment. Sort of a game design force multiplier and leveraging by making players into Devs in a controlled way.

Hell, people could make their OWN Raids and Dungeons with such systems.

BUT the teaming dynamics you mentioned are of course HUGE for making the game successful as a game, meaning FUN.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

Empyrean
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AJSB wrote:
AJSB wrote:

I think there is a way to get a lot more voice work than you may think. We can have community members with high quality microphones send in voice samples to the devs. Those who are selected could do the voice work in exchange for some of the kickstarter benefits.
I definitely agree with you about the nemesis system. I was trying to propose a more immerse and compelling version with my personal mythology system, but no ones seems to be interested in that.
How would the path system (you mean wild star path system, right?) subsume these features?

That is an interesting idea. Picking the best voice acting from a large sample group could lead to good quality free voice overs, and people would love doing it and being credited.

By Path system I meant the personal story system that they are talking about including in CoT. I don't know much about Wildstar so I don't known if they're similar.

But my thought was that as you make your personal story you also make your Arch-Nemesis and his/her/its minions. And maybe have some design imput into the "final confrontation" with Foundry-like designability.

Just thoughts. Easy to suggest, harder to implement, but it would multiply itself by players creating content. You could invite people to come with you to the missions related to your AV if you wanted to and that way they'd get new content too.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

DesViper
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Speaking of voice overs, how

Speaking of voice overs, how would the lip-syncing work? I feel like that could create a "time sink" for devs. Or will the lips not move, which is counter-immersive?

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Cinnder
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I for one am glad the devs

I for one am glad the devs are leaving voice till later, because it's very easy to get wrong. Voice acting of a professional level is much more difficult to achieve than it seems, and nothing breaks my suspension of disbelief quite like poorly read lines. Even many big-budget games struggle with this. Some fail miserably (I'm looking at you, TSW and Dragon Age) while even those that are generally good (SWTOR, Skyrim) have their weak spots. I think the only game voice acting that worked for me for all characters was Mass Effect.

Now, I fully accept that there could be some secret voice acting gems hidden in our dedicated community, but I think text is a much safer way to go, while also being cheaper and speeding up the development cycle. Besides, [old codger rant] reading is good for you!

Spurn all ye kindle.

Gangrel
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I know someone who does voice

I know someone who does voice over work for mainly Cryptic games right now. He is a freelancer, so has no ties.... and it doesn't cost as much as you think, and he does it all from his own home.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Comicsluvr
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AJSB wrote:
AJSB wrote:

I think there is a way to get a lot more voice work than you may think. We can have community members with high quality microphones send in voice samples to the devs. Those who are selected could do the voice work in exchange for some of the kickstarter benefits.

If you don't mind I'm going to blatantly steal this idea and start a new thread for it (with due credit of course).

I remember when Star Wars was cool...a long, long time ago...