Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

would you rather be a hero or be normal?

In most of the games i have played in the last decade, especially MMO's, ive begun to notice the simple elements that make the game replayable or not to myself. these basic building blocks which create the entire gaming experience. one of them is the hero vs normal person aspect. there are games out there where you can go and slaughter a whole field of NPC's and once you step into an arena its like Clash of the titans. there are games where you have to tackle one obstacle at a time otherwise your going to get gang raped, and next thing you know your looking at your dead corpse.  ive played games where you fight a giant and kill him because he wasnt smart enough to use his fat foot and squish you.

ive noticed that the simple idea of being a HERO complared to be a normal person actually makes the biggest difference in a game then almost any other component it has.

Latly all i see is threads and posts and questions on larger scale components that have so many individual components that its hard to describe one from the next because they are so different. sandbox to you could mean housing, crafting, and a hard learning curve. sandbox to someone else could simply mean you have the choice in what you do from day to day.

its those simple elements that make up the actual game that need to be perfected, not the overall idea.

in my experience, i have found that being an average person within the gaming world instead of another hero is more fun and more likely to keep me coming back for more. and overall there are often more things you have to do with being a normal person then being a hero.

my quesiton for the community is what would you guys like to see more of, and how would you like to see it? i mean anyone can log into WOW ( i dont mean to put wow down because it is a fun game) and run around and kick ass. would you rather be someone normal that actually has to take things more cautiously? would you rather have no fear and run around like a god, or would you rather have to think about where your putting your foot next so you dont step on a land mine?

to me its the simple elements like this that build a game, that create a gaming eperience and determine whether its fun and replayable or if its end goal is over a simple idea such as gear or a title.

«1

Comments

  • TeimanTeiman Member Posts: 1,319

    I think playing a thief is the right thing to do. You see something, is your, get it.. maybe run to avoid the older owner.  But magic is interesting, levitate,  mezz people, you can steal more stuff with that powers. Also a good fireball can be really helpfull in a bar fight... 

  • ForcanForcan Member UncommonPosts: 700

    You are correct.  I've seen this trend for a while now (that developers are focus on bring out the heroic feelings for the players).

     

    But in truth, in any grand story and whatnot, you have either a handful of heroes, or just one main hero.  And in MMORPG, it generally means NOT THE PLAYER due to the fact that you are but a contributer for the cause these NPC heroes are going through.  Sometimes it may be fun to play as such, but sometimes the story doesn't allow you to feel heroic when EVERYONE are doing the same contents and having similar class paths and whatnot.

     

    I tend to think of it this way:  When you read a novel that draws you into the story, do you often ask yoursel one of the two questions:

     

    1.) If you are the hero/main character, what would you do?

    or

    2.) If you are there, at the same place and same time as the hero/main charater, with your own unique ability, what would you do?

     

     

    In general, most if not all MMORPG design is basing on the first question.  But I rarely see a MMORPG design based on the second question, but in general, if a MMORPG's design is to answer the second question, then being "average joe" is just as fun as being the hero, since you can be someone in the back helping the hero, and during which create your own story.  Adn these can all help create a more immersive world and story for MMORPG.  By doing this type of design, you are creating not a game, but a world, and I believe it is more fun to do so.

    Current MMO: FFXIV:ARR

    Past MMO: Way too many (P2P and F2P)

  • Legato89Legato89 Member Posts: 297

    In an MMO I want to be a normal person, not a special unique snowflake. Ill play a single player game for that.

  • blueshadowblueshadow Member CommonPosts: 146

    Since I  am normal in normal life. Being a hero in MMORPG  is a nice variation :)

    When I  started playing MMORPGs I  enjoyed being a human. Today I  pick the more unusal races as they just feel more "distant"  to reality and is a better "escape".

     

  • elderotterelderotter Member Posts: 651

    to me, sandbox means being able to play YOUR own story while everyone else is playing thiers.  This does mean interaction at those points where each person's story intersects, but also means there is less of an overall story.  the Storyline becomes background, like a war that affects all but in different ways.  Some players may elect to be not involved, others at the edges, and still others on the front lines.  That to me is sandbox.  Themepark just locks you into a story and you follow it where it brings you. 

    So, normal is my answer.

  • dhayes68dhayes68 Member UncommonPosts: 1,388

    Ideally a game that is an mmoRPG would allow players to make that choice for themselves. I remember feeling let down by AoC's insistance that I was THE singular hero of the game world and my coming was written in the stars, blah blah blah. Supposed to be a mature game but that whole 'you're the central heroic figure of the story' felt kinda disney-ish and, imo out of place in an MMO.

  • ZharreZharre Member UncommonPosts: 80

    Normal, please. If over time, due to my actions, my character's growth, etc., I 'become' heroic, that's fantastic. But if everyone starts off as a hero, where do you go from there? If you start off at the top of the mountain, what's left to climb? Plus, it's the whole 'if everyone is special, then no one is special' thing.

  • KhalathwyrKhalathwyr Member UncommonPosts: 3,133

    Normal. Put the tools/systems in the game that allow players to define conflict and let my peers elevate me to the status of Hero or Villain. The pre-programed accolades spouted by npcs mean very little to me. Having some other player PM me with "Hey man, that was pretty cool" means alot more.

    "Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..."

    Chavez y Chavez

  • yalejockyalejock Member Posts: 17

    I am normal, thank you very much.

  • YunbeiYunbei Member Posts: 898

    Hero. I am normal nobody any day for free already.

    Always loved Dynasty Warriors, because I was able to mow through hordes of mobs, making them fly in all directions. :D

    (Thats why I DONT like the direction CO went.)

    image

  • AxehiltAxehilt Member RarePosts: 10,504

    Hero, definitely.  Fighting huge clumps of enemies instead of 1 mob at a time, and finding challenge both in being overwhelmed by the underlings and in having powerful villains to fight my hero.

    The big mistake of this thread is that WOW is a terrible example of Heroics vs. Difficulty vs. Reward.

    The way a hero game should work is just like City of Heroes:

    1. You're a hero.  You'll face anything from huge packs of minions to smaller packs with leuitenants to the elite bosses, and sometimes archvillains.  This provides tremendous fight variety, and is very heroic.
    2. You choose your difficulty.  You can choose to make those minions pushovers by playing missions on low difficulty, or you can amp things up and make each fight a true challenge.  It's your choice.
    3. Reward befits challenge.  Higher difficulty settings are necessary to achieve the fastest rate of advancement.  Unlike in WOW, where a higher-level mob might take +100% longer to kill and award +20% XP more than an even-level mob (thus making it drastically inefficient to fight hard stuff.)

    But I suppose if I wanted to make a thread where everyone said they wanted to be boring mundane normal people, I'd use WOW as an example too.  Fairly biased, but then that's the point, isn't it?

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • majimaji Member UncommonPosts: 2,091

    Doesn't matter to me actually and depends on the rest of the game.

    I played WoW for many years and had fun, and there you are definately a hero. Currently I'm enjoying FE a lot, and there you are a normal person.

    So, if hero or normal... I don't care. :)

    Let's play Fallen Earth (blind, 300 episodes)

    Let's play Guild Wars 2 (blind, 45 episodes)

  • IhmoteppIhmotepp Member Posts: 14,495
    Originally posted by Axehilt


    Hero, definitely.  Fighting huge clumps of enemies instead of 1 mob at a time, and finding challenge both in being overwhelmed by the underlings and in having powerful villains to fight my hero.
    The big mistake of this thread is that WOW is a terrible example of Heroics vs. Difficulty vs. Reward.
    The way a hero game should work is just like City of Heroes:

    You're a hero.  You'll face anything from huge packs of minions to smaller packs with leuitenants to the elite bosses, and sometimes archvillains.  This provides tremendous fight variety, and is very heroic.
    You choose your difficulty.  You can choose to make those minions pushovers by playing missions on low difficulty, or you can amp things up and make each fight a true challenge.  It's your choice.
    Reward befits challenge.  Higher difficulty settings are necessary to achieve the fastest rate of advancement.  Unlike in WOW, where a higher-level mob might take +100% longer to kill and award +20% XP more than an even-level mob (thus making it drastically inefficient to fight hard stuff.)

    But I suppose if I wanted to make a thread where everyone said they wanted to be boring mundane normal people, I'd use WOW as an example too.  Fairly biased, but then that's the point, isn't it?

     

    Choosing difficulty always feels like an Iwin, or an I like to beat my head against a wall, button to me.

    If you can scale the difficulty down, it's an I win button. If you can scale the difficulty up, it's a beat your head against the wall for no reason button.

    I like a no button approach. There's the challenge, you can beat it, or you cannot, no buttons.

    Of course I want to feel like a hero. That is not a guy working at the car wash or wall street, but a guy fighting monsters and saving princesses.

    But I do not need to feel like THE hero in the story. So, heroic in that I'm slaying monsters and delving into deep dungeons not sitting at an office desk, but not THE hero saving the world.

    I want to be Indiana Jones, not Super Man. So maybe, not a hero, but an adventurer?

    I could still be a super hero, and play a sort of Indiana Jones role, like I'm adventuring and fighting villains, but the earth won't blow up in 5 minutes if I screw it up. That sort of thing.

     

    image

  • CaleveiraCaleveira Member Posts: 556

    Even in so called "linear" games you are what you make of yourself. Yes im tired of dumb "save the world quests" but at the end of the day some people you can call good players and others you cant. Can i be a villain?

    Just to make things clear...
    I speak for myself and no one else, unless i state otherwise mine is just an opinion. A fact is something that can be independently verified, you may challenge such but with proof. You have every right to disagree with me through sound argument, i believe in constructive debate, but baseless aggression will warrant an unkind response.

  • Cochran1Cochran1 Member Posts: 456

    At this point I would welcome stepping into the shoes of a protagonist that is more or less "normal" having to use my wit to solve the problems facing my character. Having to make difficult decisions which effect my character's life and the lives of others around him, and letting those decisions impact wether my character is a hero or a villain. Just being a cookie cutter hero doesn't do justice even heroes are faced with decisions that have less than reputable outcomes.

  • jaxsundanejaxsundane Member Posts: 2,776
    Originally posted by blackangle


    In most of the games i have played in the last decade, especially MMO's, ive begun to notice the simple elements that make the game replayable or not to myself. these basic building blocks which create the entire gaming experience. one of them is the hero vs normal person aspect. there are games out there where you can go and slaughter a whole field of NPC's and once you step into an arena its like Clash of the titans. there are games where you have to tackle one obstacle at a time otherwise your going to get gang raped, and next thing you know your looking at your dead corpse.  ive played games where you fight a giant and kill him because he wasnt smart enough to use his fat foot and squish you.
    ive noticed that the simple idea of being a HERO complared to be a normal person actually makes the biggest difference in a game then almost any other component it has.
    Latly all i see is threads and posts and questions on larger scale components that have so many individual components that its hard to describe one from the next because they are so different. sandbox to you could mean housing, crafting, and a hard learning curve. sandbox to someone else could simply mean you have the choice in what you do from day to day.
    its those simple elements that make up the actual game that need to be perfected, not the overall idea.
    in my experience, i have found that being an average person within the gaming world instead of another hero is more fun and more likely to keep me coming back for more. and overall there are often more things you have to do with being a normal person then being a hero.
    my quesiton for the community is what would you guys like to see more of, and how would you like to see it? i mean anyone can log into WOW ( i dont mean to put wow down because it is a fun game) and run around and kick ass. would you rather be someone normal that actually has to take things more cautiously? would you rather have no fear and run around like a god, or would you rather have to think about where your putting your foot next so you dont step on a land mine?
    to me its the simple elements like this that build a game, that create a gaming eperience and determine whether its fun and replayable or if its end goal is over a simple idea such as gear or a title.

    Good post, my preference has been more towards games where you were I'd guess more heroic as you put it.  I recall playing SWG recently for a free trial and found it very difficult to take on multiple mobs, I always was incapped by the second before I could kill him, now I didn't have any uber gear just the jedi robes given and was sometimes taking on mobs two levels lower than me.  Now when I play LOTRO depending on my character I can take on up to three similar levelled mobs and survive often but that is not a given either I could depending on circumstances spend a night getting killed time and time again costing hefty fees for repair and some effect to combat ability for a time and that's as far as I like it taken.  I recall playing COH when it released and it was my first experience with a game that featured experience debt and it was one of the things that drove me from the game.  The desire to advance and level is going to be easily one of the strongest attractionto a game designed that way and as such it just for me became a cheap way to keep me playing the game which ultimately didn't work as it's the only mmo I've ever played that I never played long enough to experience what would be "end game" content for the game.

     

      I think alot of those issues depends on the game as well,  it makes sense for my hero in LOTRO will be able to take down more than one orc or goblin at a time as we've seen it done in the lore but if I was playing say Star Trek online I don't expect to often run across mobs of two or three similar powered ships and win very often but at the end of the day I don't want to be punished for losing in a game because ultimately that's what happens and there are just too many factors that can effect that as well.

      I mean imagine playing a game with perma death and during a battle you lose connection, it happens so much I wonder if some who want this type of gameplay really consider that.

    but yeah, to call this game Fantastic is like calling Twilight the Godfather of vampire movies....

  • KorhindiKorhindi Member CommonPosts: 395

    It depends on the game's setting and premise.

    A normal dude in a world like Diablo 2 would die faster than a Fallen hit by a Frozen Orb.

    But in a more gritty, low power setting, normal is the way to go.

    If I got my choice, I would choose normal, but exotic.... meaning, the normal vulnerabilities and low power, but with some abilities that grow as I progress through the game.  In a way, a "normal" dude that becomes a hero.

    The other thing to remember, is that being a hero is not just defined by the amount of firepower and damage you can throw out and take.  Being a hero in myth and literature is often defined by the person's ACTIONS.  I think many Devs have forgoten this.

  • nate1980nate1980 Member UncommonPosts: 2,074

    I'd like to start off as a nobody and become a hero or villian based on my actions. The game should be challenging every step of the way though. I believe realism is in order as it applies to fantasy.

    For example, at a lower level challening might be wildlife predators. Basically animals who have an edge through ferocity and natural weapons, such as claws and teeth. Smaller animals mind you, such as wolves, bears, and things of that nature. Once you're an accomplished hunter, which will be recognized by the town you live in, you'll likely seek more challenges elsewhere.

    I think the next logical step is something with more intelligence, such as thugs, bandits, and other criminals. Helping a city and kingdom rid their land of these ruffians will make you a local hero. As you progress, so will the skill of the common criminals.

    The next logical progression is skilled humanoids, such as soldiers, mercenaries, assassins, and so on. In addition to the intelligence the prior bandits had, these people will also know what their doing with their weapons of choice. They'll also work together when available.

    The next logical progression would be magical humanoids, the supernatural, and creatures of myth and legends. You've proven this far that you can handle any man or humanoid with any skill in fighting, so the only way to challenge yourself now is by facing those with magic and otherwordly abilities.

    Lastly, you'll progress to take on the toughest foes in the world. These foes will be masters of their craft. Master Wizards, Sorcerors, Blademasters, Paladins, Dragons, and whatever else.

    So basically, I outlined a natural progression of challenges that takes you from being a local hunstman, to a local hero, to a well-known hero, to a legend, to practically a demi-god.

  • AxehiltAxehilt Member RarePosts: 10,504

    Ihmotepp: "But I do not need to feel like THE hero in the story. So, heroic in that I'm slaying monsters and delving into deep dungeons not sitting at an office desk, but not THE hero saving the world."

    Yeah, absolutely!

    Ihmotepp: "If you can scale the difficulty down, it's an I win button."

    Hmm, did you play COH?  It wasn't like that at all.  There were 5 stages of granularity between "I Win" (where the game basically told you "grats, you're amazing!  Here's your toothpick of a reward!") and head-wall-bashing (where if you manage to beat it the game's like "holy shit man...props...here's some amazing XP, you deserve it!")

    If you didn't like the extremes, chances are you'd like one of the 3 options in the middle.

    WOW is basically the "no button" approach, where things are balanced so easily that there are very few challenges  in the game.

    I suppose I do believe that you can have your 10 quests in a quest hub, with one of them being the "challenge" quest, or even 5 of them.  But you'll notice how this reduces the efficiency of content design - the designers made 10 quests, but whether you're a pro or a noob you're only really getting 5 good ones out of it.  With a global difficulty modifier, the noob and pro both get the challenge (and hopefully reward) they deserve and they both get 10 quests.

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • EbonyflyEbonyfly Member Posts: 255

    I think that heroic achievements should be possible in an MMO but they should not be gifted to the player simply for subscribing to the game.

    In some respects I see this topic as a variation on the Game World vs World Game debate: Some prefer an MMO to be like a world and it is up to players to rise to the challenges the world presents. Others prefer an MMO to be like a game in which heroic goals can be achieved with a wide variety of playstyles, skill levels and effort. Neither preference is right or wrong but personally I regret that, as the genre has become more mainstream, there is a greater emphasis on game rather than world.

  • nariusseldonnariusseldon Member EpicPosts: 27,775

    Hero, of course.

    If I want to be average, I will just go back to the real life.

  • pencilrickpencilrick Member Posts: 1,550

    A normal (or above average) character in a world with the opportunity for self-betterment that can bring about earned hero status and abilities.  (i.e., not like a supernatural hero, but like becoming a Conan or a Lancelot through hard work and adventuring).

    I want no part of a linear forced storyline, and the worst thing I can imagine being is a "hero in a story", meaning that nothing was really earned and everything was pre-scripted or forced.

  • BloodaxesBloodaxes Member EpicPosts: 4,662

    Being a hero is absolutely fun yes but gets boring over time when every mob you encounter is so easy that you can beat it just with auto attack while on the other hand being normal provides some challenge that makes you think that your not some super hero that can beat every single thing in the world with 1 hand.

    So I prefer normal then hero I'd rather have a challenge fighting mobs then playing in god mode.


  • ShanniaShannia Member Posts: 2,096

    I like the idea of my characters being normal and my skill determining the outcome of a fight.  For topic discussions, I'd say normal with just one hero ability with that ability being able to increase my chances of success in an encounter or getting my killed in an encounter and me not knowing until I use that ability.  I don't like an automatic "I win" button.

    Fear not fanbois, we are not trolls, let's take off your tin foil hat and learn what VAPORWARE is:

    http://en.wikipedia.org/wiki/Vaporware

    "Vaporware is a term used to describe a software or hardware product that is announced by a developer well in advance of release, but which then fails to emerge after having well exceeded the period of development time that was initially claimed or would normally be expected for the development cycle of a similar product."

  • tro44_1tro44_1 Member Posts: 1,819

    This is more of a question of,,,

    Do you like being able to Muti Fight NPC at once, or only fight 1 at a time (closer to real life)

     

    I like the hero thing. Stroy wise, it can blend. Look at WoW for example. Raids explain the lore reason why heroes cant do everything alone

Sign In or Register to comment.