Spanx Rants: How Heroes and Villians made me scream for 30 minutes in frustration
WARNING! VERY LONG AND WORDY RANT POST! DON'T COMPLAIN ABOUT THIS BEING TOO LONG AND WORDY, I FUCKING WARNED YOU!!!
For those that don't know, City of Heroes' demise resulted in the creation of three projects. First you have the Phoenix Project being run by Missing Worlds Media(which resulted in City of Titans...CHECK OUT THEIR KICKSTARTER! They are above 476,000 as I type this post), Valiance Online (also a noteworthy project), and Heroes and Villains (Their old site can be found here...seems they've been trying to hide their old failings) which spawned from someone leaving the Phoenix Project.
I never was able to take Heroes and Villains seriously. I was taking game design classes at the time, and their presentation was sloppy to begin with. There was a lot of talk and not as much doing. Mostly concept work and not much else. What they did have presented was not too impressive. In fact, a LOT of things (including their theme song which was an obvious rip off of the City of Heroes log in screen which has been since removed) seemed like re-imagined bits and bobs from City of Heroes. Seriously, even the city map looks like they traced the original map and shifted stuff around. Oh, and the image of the first hero listed under the hero characters has something on his crotch that looks like an erection which made me laugh for a good two minutes when I realized that they were being serious.
Have you ever hung out with a bunch of your friends and say, "We're totally going to make a book/game/comic/website/anything," and never get anywhere with it? You might do some concept work or tinker around with how you're going to do it, but it never actually gets done. And as you go along, you keep on ripping ideas and concepts from other media because you think it's really cool. That's what Heroes and Villains has always looked like to me. A bunch of enthused people working on a project that's likely to never get finished.
Since I first saw it, I'll admit. They MIGHT have made progress. I put in a big might because the only thing they're displaying on the website are text updates on what they've supposedly done and stuff surrounding the lore (which would make any accomplished writer laugh their ass off), as well as a few 3D images of a few snippets of the game (there might be more in the forums...but if it's in the forums and not on the page proper, they're not doing a good job selling their product). They also claim to have created an actual engine for the game, but considering the great difficulty that comes with making an engine from scratch and the number of people on the project, I highly doubt it'll be finished any time soon.
But that's not what made me scream in frustration. No, that came from the total and confusing stupidity that resulted from City of Titans being announced with the kickstarter and it's almost immediate success.
Why? Because their (or at least the perception of the detractors of the kickstarter) perception of how the world works and how games are run seems to be powered by a hamster on a wheel who can only roll around to make the thing spin.
Let us start with one of the first posts raging at Missing Worlds Media. Take it away, Perdition
It's no secret that the MWM team has been touting their Kickstarter drive for their version of the game. I had an open mind but seeing past drives, my one concern was that there would be limited items or things that pushed a person to donate with the fear of loss as a motivator. I told the people behind the project that saying there will be limited quantities of a virtual item was insulting the intelligence of the loyal players that are willing to back these projects pretty much sight unseen. The responses were always that they would not go that route and instead do early access and naming options which were more of a "thank-you" for the pledgers.
Well unfortunately it looks like they could not resist going for a cash grab and not only put a kickstarter exclusive costume which in their own words "you will never be able to get after the drive", but went one step further with a KS exclusive badge. To the hardcore players, I don't think I need to tell you the implications here.
Let me start by saying that if he is right about them promising that they wouldn't do anything beyond early access and naming options, then shame on them for breaking their promise and shame on him for thinking that is a good idea. I'll get into this a bit later.
Okay, so, the overall complaint here is that they are money grubbing ass hats that are putting out virtual items that are in limited quantity. One of those biggest things being...a badge. A fucking badge. A little virtual thing saying that you participated in the Kickstarter. Oh, they're selling limited quantities of items, but a virtual thing that means absolutely nothing in the grand scheme of things? THAT'S THE IMPORTANT PART!
On top of that, has this guy SEEN the rewards for the kickstarter? I gave you guys the link, go look. How much does it cost to get that coveted badge title of wonder?!...five dollars. Well, how much do you have to pay for virtual items that actually mean anything. None. There are no rewards that give you anything that means anything in actual gameplay. If you pay a shit ton of money, they will do some truly awesome things for you, sure (and those ARE limited, but considering what they are, you shouldn't be surprised). But nothing that will really effect overall gameplay. Which is the important thing, right? They're just incentives for people to spend more money. That's not a cash grab, that's a reward. You reward people for being willing to part with more of their cash. I didn't throw $75 into this project because I felt like if I didn't get the reward I was going to explode, I got it because I want to see the project get off the ground and do well. Sure, the reward was nice, but that's not why I parted with that money.
And even then, if he is going to go this far, then I suppose collectors editions are just that one extra step too far. You're putting out that expensive as fuck thing to guilt people into buying it! That's why anyone who can afford the collectors editions for video games always buys the more expensive option...wait, that doesn't sound right. Forgive me if I'm wrong, but I'm pretty sure the more expensive options are just that equivalent to a collector's edition. Pay more then box price and get more stuff!
I would also like to point out that ALL of the costume based gear that you can get is covered by a donation of $75. That's only 15 dollars over the most I would expect this game to be box price. Everything else are ways you can leave a mark on the city itself, not something that effects what costumes you have access to. If you cannot afford $50 in donations (Below box price and not required for any costume pieces) then what chance in hell do you have of affording the game's actual price when it comes out on launch? Still too much? Okay then, if you can't even afford $25 in donations (that's what unlocks the costume pieces that he's complaining about), just 25 (and this is with a full 33 day period to earn up that money), then why the hell are you putting money into a game when you should be saving money for basic living expenses.
But this is under the assumption that you HAVE to get those costume pieces. And I gave those points above under the assumption that you are losing something vital and that the kickstarter costume pieces are worth throwing your money at even if you are so poor you can't even spare $25. Video games are a luxury item and the costume pieces are definitely non-essential for both gameplay and general living. If you seriously can't afford those $25, I don't think missing out on costume pieces should be your number one concern.
Does he have anything else to say that will make me facepalm my head off?
Of course he does! (this is farther down in the thread)
Also there has already been a number of add-ons posted for extra money on top of the pledges. They have said they would do a cash shop as well. Too much about money for me. I'm not going to say they lost their way but this and always will be about getting an experience as close to CoX used to provide in the event the game is never revived. Out of everyone that I have read so far, I feel Golden Girl gets that concept the most and all that it entailed. That's why from now on I will only support HaV as the only spiritual successor to the CoX legacy.
Oh, oh no! They're trying to make money!? Are you serious?!
I'm not doubting the passion of the team that is creating TPP, but when you see interviews where people are saying "we want to get paid", it is a little worrying. I know these people have been volunteering but that was known coming into that. If getting money is the end result of this, I don't know if it will have a good ending.
Dear god man! You've cracked the code! A group who is trying to make a self sustaining MMO that can survive the test of time and continue to develop well after launch wants to make MONEY!? And get PAID for the work they do?! Those monsters! It's almost like they want to eventually get compensated for the countless hours they've put into the game if they can afford to pool money towards it! It's almost like they're trying to fund a game on a budget which in terms of most MMO budgets would be total and utter pocket change! Dear god, I'd call you Sherlock if that didn't sound so stupid. Like I said in that long stream of snark, they need to make money. They can't just make this game as a new home and call it a night, they have to make it self sustaining and capable of updates if they're going to keep it running and get new payers. Please, is there any voice of reason among these people?
Ah, Golden Girl! The mind behind Heroes and Villains! You've come to our rescue! Please, share to us your pool of wisdom!
On the subject of paid developers, I think that it's inevitable that any volunteer MMO project that makes it to a live game state will eventually have - and need - some form of paid staff because of the stability and reliability it brings.
Oh thank god, she's reasonable--wait, she goes on?
Programmer 1 - focused on coding new parts of the game.
Programmer 2 - focused on bug hunting/fixing
Artist 1- focused on model making
Artist 2 - focused on animation/VFX
With a core paid team like this, you'd be able to guarantee to the players that there would be a certain minimum level of content each year, which you could then build on with volunteer work - for example, going by the Mission Architect, and the amount of stories that were actual stories and not farms, there'd never be a shortage of writers who'd be keen to volunteer their skills, especially as their work would end up in the actual game world as official content, rather than player-made virtual reality.
A core paid team also helps reduce the risk of poaching from a professional studio - and even if one of your paid staff did decide to change jobs, you've still got their salary to offer to their replacement, making recruiting someone of a similar level of ability much easier.
...Alright, see, there's a little problem with this. What you have here is an imbalance in payment. Why should the volunteer staff keep working if they are never going to see money, even if the budget allows for it? Why should they work as hard if there are people doing similar work to them and actually getting paid to do it? Sure, in the short run things might run smoothly. But you think people are going to be satisfied with this set up one, two, even three years down the road? No, they're going to want some sort of reward for their hard work besides gratification. They want to make a boat, not a little dingy with only four of the people on it being fed whenever they need food. In the long run, if they are capable of paying their staff, they should do it. And it's not the PAID team you have to worry about poaching, it's the VOLUNTEERS!! They're the ones not under a paid contract and they're the ones who would benefit most if they were offered a job elsewhere which offered more money!
And a paid crew that small is insane. Really, really insane. My friends over in Champions Online, do you remember that really long period of time when content came to a near grinding halt because most of the entire staff got moved to other games leaving nothing but a skeleton crew to keep it operational? Do you know how large that crew was? I can't cite any sources, but I've heard estimates of anywhere from six to twelve people. And that's just to keep a full sized MMO running at all cylinders. So you're telling me that a team just less then the minimum size of the skeleton crew that kept Champions Online afloat is going to be your only constant and secure staff leaving the rest to be volunteers who have no commitment to the project besides wanting to be there? That's mad!...please tell me you don't have more to add.
(this is from a different thread)
Kickstarter and other similar systems bring up problems by being built around the idea of tiered rewards for the amount you donate - that's not something that's good for a community based project, as it divides the community into those who can afford to contribute, and those who can't, and then rewards the ones who do, while ignoring the ones who can't.
The CoH community is very diverse, and has people from all income levels - it's unethical to set up a donation system that ignores the less wealthy ones, and only gives perks to the wealthier ones - it doesn't promote equality, and goers against the whole basic concept of any game, which is that everyone has an equal chance of getting the same rewards by playing the game, and not because of out of game factors.
...what's with this lack of understanding into how people are motivated and how you can provide different rewards without actively punishing those who can't afford it? What's up with this total adversion to wanting to raise more money? Why don't these people realize that MANY Kickstarter projects are community based projects in one way or another? Why haven't they noticed the comments thread in the Kickstarter isn't full of hundreds of people conducting riots and forming cliche's for those who could afford and those who couldn't? And why in fucks name are they putting themselves on one giant pedestal when the game they are working on is so...nicest worst I can put forward right now is "armature in appearance."
I'm done for now. I seriously encourage all of my readers (all...how many at this point? Eleven of you?) to look into this yourself and formulate your own opinion if you want to. I have tried to provide links and quote to the best of my ability. Don't get me wrong, I don't hate these people. Hatred isn't something I do.
They're just really good at pissing me off with the words that exit their mouths.
PS: Golden Girl or anyone else from Heroes and Villains who might be reading this. I know your initial reaction might be to remove the stuff I've pointed out or quoted. And that's fine. But I've hit the site with the Way back machine. If I find stuff has been removed, I will spread around the link to the saved site. The map, the golden crotch erection, the quotes, the inability to create original or meaningful lore will all still be there until the end of time. But do keep on updating your current site. I just want to preserve where this thing started out.
That's all for now, ladies and gentlemen. Thanks for sticking with me this far. This is one rant-tastic weasel, signing off!
PSS: If I have in any way misrepresented the opinions of the two people I quoted, I ask that someone PM me with either a proper explanation with solid arguments to back it up, quotes directly contradicting what I stated, or the actual people themselves coming forward via PM to describe to me exactly what they mean. I'm a reasonable man and willing to accept being wrong. Just a matter of convincing me first.
EDIT: Upon further consideration, it dawned on me that maybe the reason their site has changed so drastically is because the changes they wanted to make to the old site were so great they just started over again. That doesn't explain why many of the old content such as the map or some of the signature villains are no longer listed in the new site, however.
EDIT 2: From what I hear, Champions skeleton crew may have gone as low as two people. Four people is doable, but not a good idea. Even with a drove of volunteers, only having four full time workers likely wouldn't do well for productivity. You are also entirely reliant long term on a team which is constantly fluxuating and changing in avability. Also, if you have one person working on most of the code and he leaves? It will be very hard to get back on tack. Hideouts in Champions Online ring any bells to people?