Skip to main content

Same Old Heroics: Alt-A-Holicism Cracked

I don't have too much to say this entry, but hey, since when did that ever stop me? I just wanted to write a little something about City of Heroes.

After a protracted playing session from about 7pm - 12pm today, Max Power - my horribly named new Assault/Electricity Blaster - is now up to level 12. In the process, I gained the Spelunker Badge and both the flight pack (see screenshot) and the jump pack from the first two safeguard missions. I did about an even portion of soloing and teaming, enjoying both worlds. I even made a few new cohdemo files: two of me soloing a safeguard, and one of an eight player successful safeguard mission.

However, at the end of the day, I have to wonder if I could have better spent those 5 hours.

Reading the official boards earlier today, I realize that there's not all that much wrong with my Scrapper or Controller, really. Relatively speaking, all my established characters have versatility and a respectable rate of damage, as I wouldn't have settled for anything less.

Yet, lets say I did stick with one character and I got to level 50. Then what? Sure, I can start a Kheldian, but what's the point except to get level 50 for that too? Should I be trying to get level 50 for every archetype? Why?

Put in this larger perspective, It doesn't even matter what character I'm playing in City of Heroes: the point is to have fun. Right now, with whatever character I'm playing.

So the next time I'm confronted with the City of Heroes character screen, I don't know what I'll play. Maybe Max Power again. Maybe my already established higher level characters. It doesn't matter if I ever hit 50, so long as I'm having fun.

So it is that I may have found the ultimate answer to the alt-a-holcism puzzle, and that is that there is no puzzle. If only I never questioned the faults of my current character or hunted for improvements in other ones; if only I never asked myself, "Is this the best character for me?" Then I'd have been level 50 several times over by now... or simply moved on to more enjoyable pursuits.

Ah, but I don't think I'm quite ready to put down City of Heroes for good yet. It really is a pretty cool little game. I might mix my pleasures a bit, though - perhaps regain the progress I lost in Jade Empire or Elder Scrolls IV: Oblivion when I accidentally formatted my hard drives last week. (Also, I really should get in the habit of prioritizing my homework better, but that's a little too close to RL for this Blog.)


Popular posts from this blog

Resonant Induction Really Grinds My Gears... In A Good Way

From about 2pm yesterday until 8pm today, I've been dabbling with my latest custom mod mix for Minecraft 1.6.4, which is this time very much Universal Electricity focused.
Aside from the usual GUI enhancers and Somnia, the primary contenders in this mix were:
Calclavia Core - Of course: this is the base of the Universal Electricity system.Resonant Induction - This seems to be largely focused on increasingly more advanced methods of refining ores divided across 4 ages of technological progression.  It also includes some really cool things such as assembly lines.  I'll primarily be talking about just a few blocks out of this mod today.Atomic Science - A mod dedicated to generating more of those lovely universal electricity volts via the power of splitting the atom.  Build your own nuclear reactor!  Deal with nuclear meltdowns!  You maniac!ICBM - A mod dedicated to generating more destruction using those lovely universal electricity volts (and more than a little gunpowder), it cer…

Empyrion Vrs Space Engineers: A Different Kind Of Space Race

In my quest for more compelling virtual worlds, I have been watching Empyrion: Galactic Survival a lot this bizarro weekend, mostly via the Angry Joe Show twitch stream.  What I have concluded from my observations is Empyrion is following in Space Engineers' shadow, but it is nevertheless threatening the elder game due to a greater feature set (the modding scene notwithstanding).

Empyrion is made in Unity, whereas Space Engineers is built on a custom engine.  While this does put Empyrion at a disadvantage when it comes to conceptual flexibility, its developers nevertheless have a substantial advantage when it comes to adding features due to a savings of time spent that would have gone into developing their own engine.  Examples include:
Planets.  Empyrion already has planets and space to explore between them, whereas in Space Engineers planets are in the works but still awhile away (so you just have asteroid fields to scavenge).Enemies.  Space Engineers' survival mode boasts onl…

Greasing The Grind: Adding Lasting Appeal To Virtual World Sandboxes

Game design, being about entertainment, is not as much science as art.  We're coming up with interesting things that the human mind likes to chew on that "taste" good to it.  Different people find different things, "Fun," and a game designer is tasked with coming up with fun, appealing things.  As pertains to virtual world sandboxes, I identified three of them.

Challenge Appeal.

Dwarf Fortress and Fortresscraft Evolved have the same end game appeal preservation mechanic: wealth equals threat.  The more money your Dwarf Fortress is worth, the bigger the baddies who will come for you, including a bunch of snobby useless nobles who do nothing but push dwarves around and eat.  The more energy you make in Fortresscraft Evolved, the more and bigger bugs come to shut down your base.  Rimworld does something a little different based off of which AI Storyteller you choose, but it generally adds time to your wealth accumulation when deciding what kind of threats to throw a…