I’m regretting not using the EA guy again for this, but it was easier to tackle the subject with Breen.
Champions Online Review Part 1
Not likely, but possible.
Perhaps my let’s play series ended sadly, but so did Champions Online. It began with incredible promise: Fun combat, fun character builder, and a lot of great ideas that all other MMO’s should adopt from now on, or I will count them as broken. The ability to name your character whatever you like avoids the inevitable and regrettable degradation of name quality over time that other MMO’s have. The action-oriented combat kept the game fun even when all other amusements had failed. The instancing of zones was an interesting feature, if still in need of a little more evolution.
But let’s break this down:
Writing
I know I’ve beaten this point completely to death. I said it in my weekly column, in by webcomic, in my let’s play series, and to anyone who has walked into my office in the past three months. Yes Shamus. The writing is bad. Please move on with your life now.
But I’m not just bringing this up because I can’t help myself (Even though I can’t.) I’m bringing this up because it’s a crucial and fundamental failure that harmed the commercial viability of this product. They perched tens of millions of dollars worth of development and technology atop ten dollars worth of writing. People say the writing in MMO’s doesn’t matter, but they’re wrong. In making the case against slapdash writing, this game is Exhibit A.
I said before: People want to accomplish things that make sense. They don’t have to be gritty, realistic, or “edgy”. You can go for camp. (Like The Incredibles.) You can go for satire. (Like Mystery Men.) Or you can play it straight. (Like Spider-Man.) But you still have to tell a story and present a world that makes some kind of sense to the audience. The world of Champs Online is a soup of brain-melting bullshit and nonsense. I’ve belabored this already, but the Champions Online setting is stupid and unworthy. It fails as a dramatic backdrop for players. It fails as comedy. It fails as homage to silver-age silliness. I’m not asking for dark, gritty realism. I’m not asking for relentless attention to detail. I’m just asking for a world that’s true to itself and worth reading about.
I take no joy in this, but Champions Online is now the second game to win my coveted (by idiots) award:
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Combat
Champions Online has the best MMO combat ever. (Of the games I’ve tried, anyway.) My first thought once I got into the game was “why hasn’t anyone done this before?” It’s far more engaging than the standard formula of babysitting cooldown timers. You have a weak attack that builds energy, and then you spend that energy on your big powers. Occasionally foes will charge up something big and you have to block. Not only does this make for a well-paced fight, it makes for fights that look something like the comic book realm they’re trying to simulate. Why doesn’t the hero begin every battle with his biggest power? In the comics, it’s because you want to build a fight to a crescendo before the two sides pull out all the stops. In the game, it’s because you need to build energy first.
Fights are mobile, diverse, and occasionally spectacular. Thrown cars, breakable scenery, flying ragdolls, explosions, backflips, and particle effects.
It’s a system which is fun, playable for both twitch gamers and MMO types, and which builds up the setting itself by making battles look like proper superhero battles.
Triumph.
The combat and the writing are the best and the worst the game has to offer. Yin and yang and so on. I’ll cover the other, less extreme details in a later post.
Activeworlds
In my Reset Button post, Volatar asks why I’ve never mentioned my employer before.
For the record, I work for Activeworlds. It’s a virtual world kind of thing. It’s not a game as such. It’s more a place for building and socializing. There’s no economy or set goals. It’s very sandbox-ish. There are several public building worlds we maintain, where any user can find some open land and build. But most worlds are user-run. People buy a server license and run their own world where they make the rules and control the art assets.
The largest world is Alphaworld. As I mentioned in my comment the other day:
So for my day job I write code and documentation for Activeworlds. We’re a small company so I also have a lot of other things I do on a regular basis. As for why I don’t usually talk about it…
One of the things I do here on this site is pick apart technology and examine how it works and how it could be made better. I naturally focus on the negative not because I’m mean, but because that’s where the interesting discussions are. But it would be extraordinarily unwise to have those sorts of conversations about my own company. Imagine what would happen if one of the coders at Blizzard (let’s call him Bob) posted a 1,000 word rant on all the little flaws that bugged him about World of Warcraft. Bob’s bosses would be displeased at him airing internal concerns in public. It would also make them look bad because Bob’s critique could imply, “Here is all the stuff I would fix if only my idiot bosses would budget the time to do so.” Bob’s friends wouldn’t like to see their work criticized in public either. Bob, if you’ve got a problem with my work why didn’t you come talk to me instead of tearing apart my work on your blog? And finally, the users would have a field day with Bob’s post:
1) People have been asking for feature X ever since LAUNCH, and yet Bob doesn’t even mention X on his list. This is proof that Blizzard doesn’t care what we think!
2) This is just proof that Blizzard hires lousy programmers. If Bob can’t fix these problems, he should quit his job instead of complaining about it on his blog.
3) Now we know who the programmer is. We should all directly email him with all of our concerns, rants, complaints, suggestions, compliments, demands, job applications, bug reports, chain letters, friend requests, LOLCat pics, abuse reports, technical questions, password recovery requests, and profane screeds.
In short, no good would come of it and everyone – users, bosses, coworkers, and even Bob himself – would be unhappy.
I could talk about our software but only mention the good things, but that would make me sound like a shill. It would sound dreadfully dishonest when compared to all my other reviews where I was detailed-focused and nitpicky. So in the end I’ve decided to just avoid the subject.
So that’s my day job and why I don’t write about it outside of 500 word explanations about why I don’t write about it.
A Star is Born:
Let’s Play Champions Online Pt. 15
Up until now this has been more or less a transcription of the “plot” of the game with my own commentary added on. I have strayed a bit from this for the ending and took liberties with the scenario in order to wrap things up.
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“Howd-y part-ner. Wel-come. To. Snake Gulch.”, chirps a robotic woman in full cowboy garb. There are several such robots around, patrolling the tiny little parking area. “Visit. the. saloon.”, suggests another.
Continue reading 〉〉 “A Star is Born:
Let’s Play Champions Online Pt. 15″
Stolen Pixels #157: Backseat Zombie Driver
Reset Button: The Biggest Game Ever
I took my thoughts on FUEL and distilled them into a short video. Most of this was stuff I’d covered before, but it was nice to be able to go over it with the help of visuals.
Link (YouTube) |
I use Windows Movie Maker once a year, and every time I have to re-learn the whole thing. The goofy way it organizes media. The little interface quirks that will crash it. The flukes that create little clicks and pops when going from one muted soundtrack to another. I finally have it figured out now, but I’m sure I’ll have forgotten it all again next time I sit down to make a video.
Ah well. Hope you find it interesting. Please spread it around if you do.
Experienced Points: The 2009 List of Awesome
I didn’t get around to linking this on new year’s day, but my final column of 2009 (which is actually my first column of 2010) is up at The Escapist.
It’s a list of all the good stuff that happened this year, which didn’t make it into any of my columns because I so often focus on the negative.
id Software Coding Style
When the source code for Doom 3 was released, we got a look at some of the style conventions used by the developers. Here I analyze this style and explain what it all means.
What Does a Robot Want?
No, self-aware robots aren't going to turn on us, Skynet-style. Not unless we designed them to.
Raytracing
Raytracing is coming. Slowly. Eventually. What is it and what will it mean for game development?
A Telltale Autopsy
What lessons can we learn from the abrupt demise of this once-impressive games studio?
Are Lootboxes Gambling?
Obviously they are. Right? Actually, is this another one of those sneaky hard-to-define things?
The Gradient of Plot Holes
Most stories have plot holes. The failure isn't that they exist, it's when you notice them while immersed in the story.
Game at the Bottom
Why spend millions on visuals that are just a distraction from the REAL game of hotbar-watching?
This Scene Breaks a Character
Small changes to the animations can have a huge impact on how the audience interprets a scene.
Trashing the Heap
What does it mean when a program crashes, and why does it happen?
DM of the Rings
Both a celebration and an evisceration of tabletop roleplaying games, by twisting the Lord of the Rings films into a D&D game.
T w e n t y S i d e d

