Author Topic: City of Heroes - User-Generated Missions  (Read 5258 times)

Offline Taith

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City of Heroes - User-Generated Missions
« on: May 13, 2009, 10:10:53 AM »
It sounds like it's all gone horribly wrong.

User Generated Quests and the Ruby Slippers

Quote
When City of Heroes released its user-created mission generator, it was mere hours before highly exploitative missions existed. Players quickly found the way to min-max the system, and started making quests that gave huge rewards for little effort. These are by far the most popular missions. Actually, from what I can tell, they are nearly the only missions that get used. Aside from a few “developer’s favorite” quests, it’s very hard to find the “fun but not exploitative” missions, because they get rated poorly by users and disappear into the miasma of mediocrity.

This was not what the designers hoped for.

Anyone in there at the moment?
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Offline Gunnarr

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Re: City of Heroes - User-Generated Missions
« Reply #1 on: May 13, 2009, 11:56:52 AM »
It was rather obvious this would happen :)
Or rather, it would have been obvious to me had I known that they allowed these player-created missions to carry reward and that they don't need to be approved first.
The right way (or rather, a better way) to implement a quest/mission-architect option would be to allow players to create missions, then allow other players to 'test drive' them with no rewards attached (neither xp or money/gear), and rate the missions. Have devs review the x% highest rated missions, pick the best, tweak for the level/difficulty of the area, add suitable rewards, implement it for real, naming the player as the creator and giving him a cool "brag" for one of his characters. Then, free up the mission slot (the mission is now tradidional content) so he can create another. :)
Well, that's how I'd have done it.  :-X
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Offline Taith

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Re: City of Heroes - User-Generated Missions
« Reply #2 on: May 13, 2009, 02:41:05 PM »
I didn't play the CoH/CoV games long enough that I remember: do they have loot drops? Or is it all XP?
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Offline Caradir

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Re: City of Heroes - User-Generated Missions
« Reply #3 on: May 13, 2009, 03:04:09 PM »
they used to be all xp but they introduced a rudimentary crafting system so drops come along now and recipes for said crafting
"Banking was conceived in iniquity and was born in sin. The bankers own the earth. Take it away from them, but leave them the power to create money, and with the flick of the pen they will create enough deposits to buy it back again. However, take away from them the power to create money and all the great fortunes like mine will disappear and they ought to disappear, for this would be a happier and better world to live in. But, if you wish to remain the slaves of bankers and pay the cost of your own slavery, let them continue to create money." Josiah Stamp (Governor Bank of England 1928-41)

Offline Taith

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Re: City of Heroes - User-Generated Missions
« Reply #4 on: May 14, 2009, 10:57:41 AM »
Well, that removes one complication. Could you work it on a budget system? Player-Created Mission Alpha will, if successfully completed, award X amount of XP, something like that. You drop in mobs until you reach the budget amount.

Or does the problem with unbalanced/exploitable fights override it?

You'd just about need to have a list of template fights, wouldn't you? As in, here's a list of fairly well-balanced fights with allocated XP amounts.
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Offline Kurtt

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Re: City of Heroes - User-Generated Missions
« Reply #5 on: May 14, 2009, 11:12:53 AM »
I'm currently dabbling with CoH, but have yet to try the player created missions. Overall, the lack of loot is quite refreshing.

And the devs seem to be taking severe actions to put a stop to farming missions.

Offline Kurtt

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Re: City of Heroes - User-Generated Missions
« Reply #6 on: May 27, 2009, 10:26:02 PM »
Just thought I'd update this post and say that I've since created my first ever Mission using the MA system, and it rocks. Seriously, its an awesomely fun tool when used by someone who actually wants to tell a story. My MA mission is called:

The Adventures of Blast Bolt: Lord Geiger's Escape.

I kid you not.

Offline Kurtt

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Re: City of Heroes - User-Generated Missions
« Reply #7 on: July 03, 2009, 09:57:00 AM »
Just thought I'd bump this topic after experiencing something rather interesting in-game.

The other night, I got chatting to a player called Girl Comet. As it happens, she's a fairly serious RPer, and likes to RP above all else in CoH. She had been thinking about joining our Super Group (guild), hence me talking to her, and we got chatting on the subject of RP.

Anyway, long story short, she invited me to an RP event she was holding that evening. Being fairly new to online RP, I decided to give it a go.

As it turned out, she wanted to RP her characters origin story. To do this, she created a mission (quest) using the Mission Architect feature that revolved around her gaining her powers. Turned out she  is a mutant, and got caught up in a jewel heist, and the stress of being taken hostage brought on her powers.

There was no missions objective, no XP, and only low level mobs as 'crooks' for effect. Another player played the part of the villain pulling of the heist. I was one of three heroes called to investigate what was going on.

All in all, through clever use of this in game feature and costume changes, it was an awesome RP event, and I enjoyed it immensely.

Makes a change from farm missions anyway :)

Offline Mangala

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Re: City of Heroes - User-Generated Missions
« Reply #8 on: July 03, 2009, 10:01:48 AM »
Be dressing up and LARPing next..

Oh wait :D
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Offline Caradir

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Re: City of Heroes - User-Generated Missions
« Reply #9 on: July 03, 2009, 10:40:13 AM »
Be dressing up and LARPing next..

Oh wait :D

*has nightmares about his University days again*
"Banking was conceived in iniquity and was born in sin. The bankers own the earth. Take it away from them, but leave them the power to create money, and with the flick of the pen they will create enough deposits to buy it back again. However, take away from them the power to create money and all the great fortunes like mine will disappear and they ought to disappear, for this would be a happier and better world to live in. But, if you wish to remain the slaves of bankers and pay the cost of your own slavery, let them continue to create money." Josiah Stamp (Governor Bank of England 1928-41)

Offline elv

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Re: City of Heroes - User-Generated Missions
« Reply #10 on: July 03, 2009, 02:23:21 PM »
what you guys dont dress up while playing MMOS?

(clinks away in homeade tinfoil armour)

laters elv

Offline Jarkko

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Re: City of Heroes - User-Generated Missions
« Reply #11 on: July 03, 2009, 02:48:17 PM »
Heh, my bachelor party was in the woods, far far away from civilisation (not that difficult in Finland actually :D). I was given the role of a half-elf bard (I used to be real skinny back then, you know, a bit under half my current weight :p) and given the task to find a great treasure. I spent most of the day and the next day in woods facing trolls, orcs and some friendly people (many played by people I hardly knew, like siblings and cousins of my friends, and one of my friends parents too) with "magic potions" (which tasted a lot like beer or vodka tbh) to find clues of where I should be heading. In the morning (having been on the move for 14 hours all through the night) I arrived to a cottage, and what do you know, my future (and current) wife was there :)  Found out later my friends had been planning the event (recruiting people, coming up with the plot, doing the costumes etc) for five months. It was really great :)

Anyway, quite off-topic, but that's my experience in LARPing :)

Offline Warcold

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Re: City of Heroes - User-Generated Missions
« Reply #12 on: July 03, 2009, 03:03:11 PM »
Heh, that sounds really great, esp the magic potion part   :P
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Offline Mangala

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Re: City of Heroes - User-Generated Missions
« Reply #13 on: July 07, 2009, 03:31:31 PM »
lol:

Quote
Loyola University media professor David Myers palmed his computer mouse and zeroed in on his prey.

A role-player in an online game, he aimed the pointer at his opponent, the virtual comic book villain "Syphris." Myers, 55, flicked the buttons on his mouse and magically transported his opponent to the front of a cartoon robot execution squad. In an instant, the squad pulverized the player.

Syphris fired an instant message at Myers moments later.

"If you kill me one more time I will come and kill you for real and I am not kidding."

The chilling text shook Myers two years ago. It served as a telling detail for his ongoing study of social customs in Internet gaming communities.

At the time of his clash with Syphris, Myers was just three months into an in-depth behavioral study of the "City of Heroes/Villains"" online community. Already, someone had threatened to unearth his real identity and take his life.
Screenshot courtesy of DavId MyersDavid Myers' "Twixt" floats on his rocket boots in the online roleplaying computer game "City of Heroes." Twixt became a hated figure in the game.

As part of his experiment, Myers decided to play the game by the designers' rules -- disregarding any customs set by the players. His character soon became very unpopular.

At first, players tried to beat him in the game to make him quit. Myers was too skilled to be run off, however.

They then made him an outcast, a World Wide Web pariah that the creator of Syphris -- along with hundreds of other faceless gamers -- detested.

The Slidell resident plans to soon publish a book drawn from his experiences with the game. The study's results dismayed Myers, who in 1984 became one of the first university-level professors to study video games. He believes it proved that, even in a 21st century digital fantasyland, an ugly side of real-world human nature pervades, a side that oppresses strangers whose behavior strays from that of the mainstream.

In the online realms of "City of Heroes" and "City of Villains," 150,000 or so players from around the world try to defeat computer-controlled comic-book characters, in order to boost their skill ratings and popularity.

Related content'The Game Dork," Doug ElfmanLatest news and reviews »

Eventually, according to the game's design, the players -- who can choose to play as either heroes or villains -- gain access into an area where they should battle each other. The battles are designed to distinguish the most skilled players.

Myers, who bought "City of Heroes" when it hit store shelves in 2004, quickly learned that players ignored the area's stated purpose. Heroes chatted peacefully with villains in the combat zone. Instead of fighting each other, members of the two factions sparred with computer-controlled enemies..

Myers sensed a research opening. He created "Twixt," a scrappy, high-leaping hero decked out in different-colored spandex suits and rocket boots. He took his character to the virtual war zone and set out to simply battle villains.

Twixt proved difficult to beat. From a distance, he could transport villains anywhere he wished. He always took them to a cartoon robot firing line that instantly defeated whomever he zoomed before it.

During the first few sessions, other players gently informed Twixt that his method of play was unwelcome. But Twixt kept on vanquishing villains.

Mobs of villains then ambushed Twixt, hoping to defeat him so often that he would quit. Meanwhile, Twixt's fellow heroes watched without joining the fray.

One by one, Twixt coolly picked his opponents off. As play sessions passed, popular villains and heroes stepped up their attempts to change him.

cal News from New Orleans, Louisiana
'City of Heroes' character 'Twixt' becomes game's most hated outcast courtesy of Loyola professor
by Ramon Antonio Vargas, The Times-Picayune
Monday July 06, 2009, 9:09 PM
Chuck Cook / The Times-PicayuneDavid Myers, a Loyola professor and computer game scholar, looks at his computer screen with his "City of Heroes" online computer game character "Twixt" reflected in his glasses at his home in Slidell Friday, July 3, 2009. "Twixt" became perhaps the game's most reviled, abused player because his playing methods were unpopular.

Loyola University media professor David Myers palmed his computer mouse and zeroed in on his prey.

A role-player in an online game, he aimed the pointer at his opponent, the virtual comic book villain "Syphris." Myers, 55, flicked the buttons on his mouse and magically transported his opponent to the front of a cartoon robot execution squad. In an instant, the squad pulverized the player.

Syphris fired an instant message at Myers moments later.

"If you kill me one more time I will come and kill you for real and I am not kidding."

The chilling text shook Myers two years ago. It served as a telling detail for his ongoing study of social customs in Internet gaming communities.

At the time of his clash with Syphris, Myers was just three months into an in-depth behavioral study of the "City of Heroes/Villains"" online community. Already, someone had threatened to unearth his real identity and take his life.
Screenshot courtesy of DavId MyersDavid Myers' "Twixt" floats on his rocket boots in the online roleplaying computer game "City of Heroes." Twixt became a hated figure in the game.

As part of his experiment, Myers decided to play the game by the designers' rules -- disregarding any customs set by the players. His character soon became very unpopular.

At first, players tried to beat him in the game to make him quit. Myers was too skilled to be run off, however.

They then made him an outcast, a World Wide Web pariah that the creator of Syphris -- along with hundreds of other faceless gamers -- detested.

The Slidell resident plans to soon publish a book drawn from his experiences with the game. The study's results dismayed Myers, who in 1984 became one of the first university-level professors to study video games. He believes it proved that, even in a 21st century digital fantasyland, an ugly side of real-world human nature pervades, a side that oppresses strangers whose behavior strays from that of the mainstream.

In the online realms of "City of Heroes" and "City of Villains," 150,000 or so players from around the world try to defeat computer-controlled comic-book characters, in order to boost their skill ratings and popularity.

Related content'The Game Dork," Doug ElfmanLatest news and reviews »

Eventually, according to the game's design, the players -- who can choose to play as either heroes or villains -- gain access into an area where they should battle each other. The battles are designed to distinguish the most skilled players.

Myers, who bought "City of Heroes" when it hit store shelves in 2004, quickly learned that players ignored the area's stated purpose. Heroes chatted peacefully with villains in the combat zone. Instead of fighting each other, members of the two factions sparred with computer-controlled enemies..

Myers sensed a research opening. He created "Twixt," a scrappy, high-leaping hero decked out in different-colored spandex suits and rocket boots. He took his character to the virtual war zone and set out to simply battle villains.

Twixt proved difficult to beat. From a distance, he could transport villains anywhere he wished. He always took them to a cartoon robot firing line that instantly defeated whomever he zoomed before it.

During the first few sessions, other players gently informed Twixt that his method of play was unwelcome. But Twixt kept on vanquishing villains.

Mobs of villains then ambushed Twixt, hoping to defeat him so often that he would quit. Meanwhile, Twixt's fellow heroes watched without joining the fray.

One by one, Twixt coolly picked his opponents off. As play sessions passed, popular villains and heroes stepped up their attempts to change him.

Watch David Myers talk about a death threat he received


"I know (how Twixt plays) is considered 'legal' but this person is getting really out of hand," a user at the game's public message board soon posted. "This guy has got to go."

But no one could stay alive long enough to defeat Twixt or drive him to quit.

Players turned to verbal abuse, hoping an offended Myers would log off and cancel his subscription.

When Twixt celebrated his victories, lobbing messages like "Yay, heroes. Go good team. Vills lose again," in the game's chat box, users like Hunter-Killed responded, "U are a major sh--bird."

Another player added, "I hope your mother gets cancer." Yet another wrote, "EVERYONE HATES YOU."

Myers was stunned by the reaction, since he obeyed the game's rules.

Contrary to some stereotypes, people that play online computer games like "City of Heroes" aren't adolescent misfits. They tend to be what most would consider mainstream adults.

Research shows the average gamer is 24 years old. Three out of 10 are women. Most are college students or work in information technology departments. Only 2 percent are unemployed.

One study even indicated that developing skill in a "highly distributed, global, hypercompetitive" online gaming community can translate into a successful run as a business CEO.

But Myers stirred a different kind of response.

Jon Martin, a longtime "City of Heroes" gamer who befriended Twixt off and on, explained, "They didn't like him or how he played, so they figured if there was enough of them, they could stop him and his evil."

Twixt eventually asked his fellow heroes why they never came to his aid. A hero named "Cryo Burn" answered with another question:

"Who would disrespect them(selves) and their family enough to do that?"

"It started to not be fun," said Myers, a video game aficionado. "I became the most hated, most reviled player."

Game community leaders only intensified their efforts as Twixt became more entrenched. They turned to out-of-game venues such as message boards to punish him.

When Myers took a break from the virtual world and went on vacation for a couple of weeks with his wife and daughters, players noticed his absence. One player started a discussion thread that claimed Myers had been banned from the game because he had called a fellow player a "n----r."

Another posting claimed Twixt was a convicted pedophile.

Then members of those boards, in another threatening tactic, launched campaigns to discover and publish Myers' real identity and address.

Myers reported the abuse to officials at NCSoft, the game's publisher and moderating entity. They acted appropriately, he felt. Players delivering extreme messages tended to do so just once, and Myers assumed it was because the company punished them. Company officials didn't respond to a request for comment.

"But the abuse was so widespread they couldn't completely stop it," Myers said. The company, he noted, had no right to police out-of-game forums.

Though he worried that someone would show up at his Loyola office or home in Slidell and harass him or his family, no player ever succeeded in discovering Twixt was Myers.

Myers revealed his identity and his character's purpose in "Play and Punishment: The Sad and Curious Case of Twixt," an academic paper on his experiment. He published it in 2008 and presented the paper at a video-game conference in Copenhagen, Denmark.

Gamer Martin said that while many gamers treated Myers like a pariah, he doubted anyone wanted to hurt him in real life. And he insisted that Internet games like "City of Heroes" actually do "encourage originality," allowing participants to design original costumes and script complex missions.

But Myers likened his journey as Twixt to a "bad high school experience," especially the verbal abuse and rumor-mongering.

The professor was disturbed that game rules encouraging competition and varied tactics hardly mattered to gaming community members who wanted to preserve a deeply-rooted culture.

He said his experience demonstrated that modern-day social groups making use of modern-day technology can revert to "medieval and crude" methods in trying to manipulate and control others.

"If you aren't a member of the tribe, you get whacked with a stick," he said. "I look at social groups with dismay."

http://www.nola.com/news/index.ssf/2009/07/loyola_university_professor_be.html
« Last Edit: July 07, 2009, 03:33:26 PM by Mangala »
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