Having a character that I've created, and that I feel I have been given a great deal of creative freedom over, is extremely important.Dexter111 said:Honestly, it's one of the things you might *think* is important and might even get you playing in the first place (hell I also sometimes spend 1-2 hours to make a char), but once you get playing it really is not all that important... You'll probably play a very good game even looking like a predefined gimp without any choices and might not give some with the "best character creator" another look (there's a reason Champions and soon likely Star Trek Online will become F2P, and it's not that they have such an amazing character creator)Lorechaser said:I say this without meaning to be a jerk: Have you played any other superhero MMOs?
I'm up to something like 45 months in CoH, and have friends that have been continuously subscribed since launch. There are days when they (and sometimes I) literally do nothing but spend 2-3 hours creating new characters in the character creator on a typically unused server, or run costume contests to see what amazing things other people have done. They won't quit in the first 3 months maybe. But I think you are *tremendously* under-estimating the way a lot of us play superhero MMOs. Read Shamus' CO Let's Play, or CoH articles if you haven't - he talks about spending huge amounts of time in the creator.
Hell, at one point, many of us downloaded a stand alone version of the character creator, and played *that* for months.
In the game Saint's Row 2, my character was a scrawny, dapper, mod-looking cockney fellow with an effeminate gait and slick dance moves. I might as well have drawn him from my imagination--he was uniquely mine, different even in morphology and animation than my friend's character. Now, if the game hadn't been fun, I wouldn't have kept playing it just because I liked the character I'd created in it. Nobody's suggesting a good character creator saves a bad game. However--and this is crucial for an MMO--having a character that feels personally yours keeps you invested in a game. I liked the mechanics Saint's Row 2, but if I'd been saddled with Generic McGangster, or even a less robust version of what I'd wanted to produce, I would have gotten bored with it and moved on before I'd even finished the campaign. Having a character I could get invested in is what made me stick with it for so long.
I would've moved on--and I wasn't even paying fifteen dollars a month for the privilege of playing.
Plenty of superheroes wander around randomly beating up thugs and robots and stuff--it's their default state, what they do when there's no pressing crisis demanding their attention. They're cleaning dangerous elements off of the street, presumably to be put in jail off-camera.2xDouble said:I agree, mostly. I have one question, though: What is wrong with not rewarding combat (at least for a "good" character)?
Heroes, especially super heroes, don't just wander around beating random people up. They do missions, they thwart crimes, they battle supervillains... all of which can flow under questing (or hidden questing, like gaining a "significant" amount of XP for smacking someone whom you saw steal a purse). Ideally, a hero wants to cause as little damage as possible. Being a Hero should be its own reward (heh, get it?).
Villains (or other "evil" characters) should, more or less, ONLY gain XP by beating up random people. Because that's what villains do. They don't solve problems, they don't fetch things for other people... they kill, destroy and wreak havoc. The game should reward villainous characters accordingly.
Heroes do Great things, Villains just Break things.
Maybe I expect too much "RP" in my MMORPG... but if DC Universe didn't implement a system like that, I'd consider it a hugely missed opportunity to carve a unique niche.