Champions Online Review Part 2

By Shamus Posted Monday Jan 11, 2010

Filed under: Game Reviews 46 comments

Reminder: The gameplay comments in this review are based on the game as it existed in early December. Since then I’ve played very little and it’s possible that some of these concerns were addressed in one of the patches.

Not likely, but possible.

Powers

The powers in the game are woefully out of balance. I’m not talking about PvP balance, I’m talking about general fighting bad guys balance. Note that I’m not a stickler for balance, either. I don’t mind playing a character who is 15% less effective than the same-level guy with the same-quality gear right next to me. As long as the combat remains fun and the pace is the same, it’s all good.

But in Champs that power sets are so far out of balance that some sets are simply not used. I’ve bumped into hundreds of electricity and fire based heroes, but I have seen exactly three characters using claws. And all of them were in the tutorial zones. In all my hours with this game, I have never seen claws used above level ten. Never.

It’s easy to see why. You can see what’s wrong with the class in about two minutes. Just compare its combat performance to anything else in the game. It’s not even remotely close. The claw attacks put all these debuffs on foes. By the time you’ve hit a bad guy a few times he’s going to be more susceptible to damage and deal less damage. Maybe he’ll even be slowed down. But who cares? In that same interval, the fire-based character will have killed this entire group of foes, and the next one.

Archery is another broken power set. “Archers” generally open a battle with sonic arrow and then enter the fray and use the other power sets to get the job done. At what point do we stop calling these people archers? You can tell from their costumes that the players want to be archers, but the game just doesn’t provide rewarding powers for doing so.

I can’t really make sense of the system they have. One power will do decent damage for a reasonable expenditure of energy. Another power from another set will do less damage, cost more energy, and have a ten-second cooldown timer as if it was some battle-ending trump card that needed to be carefully rationed.

Also problematic is the “charging” mechanic. Some attacks can be charged by holding down the button before unleashing the blow. Now, this is a great idea, but it doesn’t seem to work the way it should. On my might-based character I can fully charge a haymaker attack for almost exactly half of my energy. When I pop the bad guy in the nose, he’ll take about 1,000 damage. If I don’t charge the haymaker but just tap it, then half my energy will give me about 5 hits for 300 each. So, the same energy use = 50% more damage by not charging the attack? Keep in mind that when you spend several seconds charging up an attack, you’re taking a gamble. The bad guy could take one step backwards (to the game’s credit, the AI is smart enough to do this) and the entire attack could miss and the energy go to waste. You could also be interrupted or held and lose the time you invested into the attack. Right now there is simply no reason to take that gamble. (Well, there’s knockback, but you only need to charge it a tiny bit to knock a foe away.)

This is just one example of dozens of things in the game that make no sense or are counter-intuitive. The forums are full of similar complaints about other powers and mechanics. It’s possible that a majority of the people simply don’t “get” how the game is supposed to work or are misunderstanding the numbers, but then the duty falls to the game designer to clearly communicate with the player so the world doesn’t feel unfair and arbitrary.

The shame is, I love the variety they offer in the power sets. The game doesn’t pigeon-hole you the way City of Heroes does, in that you can make whatever sort of class you like. If the power sets were each useful, this system would be a tremendous success and a breakthrough. It would still be possible to balance them, but doing so would probably incite cataclysmic rage. They have nerfed a lot of powers and some of the players who were there at launch day are sore about how their characters were “ruined” by this process. I can’t speak for them or judge if their characters really did need to be nerfed or not, but I know lots and lots of radical changes will upset the player base and frustrate everyone who is happy with their power set.

Travel Powers

Traveling around is fun. Swing like Spiderman. Fly like superman. Leap like the Hulk. Teleport like Nightcrawler. Zip along like The Flash. Jump and spin like Damien Walters. Tunnel like… Bugs Bunny.

It’s all good until you run into the game’s lame-brained topography. (I know I’ve been over this before, but I want to mention it here in the review, just for completeness.) Millennium city is supposedly Detroit, but there is a massive two hundred foot cliff that cuts they city in half. Some people have accused me of wanting the gameworld to be “flatland”. This is not true. Some nice, rolling hills would be really welcome and would make this place a lot more interesting. But the city is perfectly flat aside from the arbitrary and nonsensical wall that makes life difficult for acrobats and speed runners.

(Note to fanboys: A disadvantage that can be overcome with training, patience, knowledge, and practice is still a disadvantage.)

I’d accept this if it made the world more fun / dramatic / realistic, but something which punishes some players and makes no sense is a thing which has no upside.

The Roper Factor

The last game I played with writing this bad was Hellgate: London. The similarities of the two games are worth noting:

  1. Taking an existing formula and making it more action-y.
  2. Lots of good ideas and a willingness to take risks and break conventions.
  3. Terrible class / powers balance.
  4. Horrifyingly bad writing and plotting. Both games treated the setting as a joke at the player’s expense.
  5. Bill Roper

The faults of the two games are so similar that it is tempting to lay these problems at Roper’s feet. I don’t know that it’s fair to do so, but if we do then we also have to give him credit for the things which worked. I think if Roper could send some ninjas to kidnap just one writer from Bioware and one of the game-balance analysts from Blizzard, he would probably be able to take over the world. But instead…

State of the game

The population of Champions Online has fallen dramatically. The chorus of chanting has followed the standard and sadly predictable arc, which began at launch:

  1. The game is perfect. You’re just looking for things to complain about.
  2. The game isn’t perfect, but at least it doesn’t [something that WoW does].
  3. ALL MMO’s lose some subscribers after launch. You’re making a big deal out of nothing.
  4. Okay, the world is empty but that’s because of the lack of marketing. This game is still awesome.
  5. Bah. People just don’t know what’s good. They can all go back to playing WoW.
 


 

Clod of Cthulhu

By Shamus Posted Sunday Jan 10, 2010

Filed under: Links 23 comments

Rutskarn has begun a new series, this time about the game Call of Cthulhu: Dark Corners of the Earth. This is in addition to his ongoing Morrowind series, which if you remember acted as the catalyst for the saga of Star on Chest.

Dear Rutskarn,

What is your problem, man? Do you mind not screwing up the curve for the rest of us?

I distinctly remember you saying that you began college this year. I’ll have you know that I’ve watched several of the late-night documentaries from Cinemax on college life, and I have no idea what you think you’re doing. You’re certainly not behaving like a freshman. Aren’t you supposed to be binge-partying with frat boys and building bongs out of tanker trucks? Or getting caught in compromising positions with cheerleaders who have brutish boyfriends? This is the time in your life for experimenting with dangerous lifestyles, living poorly, and making foolish decisions that you will regret for decades. But instead, you’re churning out one awesome post after another on your blog? You’re ruining your education, man!

You should be far too busy to crank out this endless stream of content every day. And now you’re going to start a Cthulhu series?

You sir, are a nerd.

NERDS!

To the rest of you: I don’t have anything interesting to post today, but if you want to see a man waste his life by honing his writing skills and writing excellent things about videogames, then I suppose Clod of Cthulhu is worth a look.

Nerd.

 


 

Chump & Clump

By Shamus Posted Saturday Jan 9, 2010

Filed under: Movies 17 comments

I don’t have anything incisive to say about this one. Just a little Saturday morning silliness.


Link (YouTube)

 


 

Experienced Points: Now That You’re Done Firing Everyone…

By Shamus Posted Friday Jan 8, 2010

Filed under: Column 23 comments

I’m sure publishers will listen to my advice, and that will fix everything.

This is going to be great.

 


 

Stolen Pixels #158: After Curfew, Episode 6

By Shamus Posted Friday Jan 8, 2010

Filed under: Column 10 comments

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

By Shamus Posted Thursday Jan 7, 2010

Filed under: Game Reviews 37 comments

Full Disclosure: The gameplay comments in this review are based on the game as it existed in early December. Since then I’ve played very little and it’s possible that some of these concerns were addressed in one of the patches.

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:

goldun_riter.jpg

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

By Shamus Posted Wednesday Jan 6, 2010

Filed under: Personal 39 comments

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:

It's about 655360 meters on a side, so it's 429,496,729,6002m in total. It's been running since 1995 (and it shows, sadly) and that space is open build-able space.

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.