morality

Latest

  • SDCC 2010: Melissa Bianco on lessons and innovations in City of Heroes Going Rogue

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.27.2010

    There's less than a month left before the release of Going Rogue, something that many City of Heroes players are looking forward to with heavy anticipation. The team at Paragon Studios has been anything but stingy with information about the upcoming expansion as well -- they've been more than happy to share just how impressive the features are going to be. We had a chance to catch up with the the team at SDCC 2010, which gave us the opportunity to take a closer look and get a few more insights about the game's development. Melissa "War Witch" Bianco was on hand to share several details about the game's upcoming improvements, and while many of the elements previewed at the convention are familiar to players following Going Rogue, there are some new revelations beneath the cut. If you're allergic to cuts, you can at least take solace in the confirmed fact that the expansion will feature seven new costume sets, including the Praetorian Police costume and the Resistance outfit. For more on missions and how they'll be implemented in the upcoming City of Heroes expansion, click on away.

  • A Mild-Mannered Reporter: Angry, desperate, hungry, cold

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.14.2010

    Everyone has different definitions of what constitutes a hero. City of Heroes features plenty of them, after all, and even then there's a breadth of different elements that make them heroic. Some of them are bravely fighting against the odds with unreliable powers or no powers outside of training. Some are heroes who have all the power in the world, but they consider the needs of society to be greater than their own needs. But there's one unifying trait so simple as to be almost comical to state. Heroes do the right thing. No matter what. So it's kind of silly to try and glorify the actions of Emperor Cole's jackbooted maniacs, rallying under the "loyalist" banner as if stomping on people were something to be proud about. The fact of the matter is that Cole has been named Tyrant pretty appropriately, crushing any chance for an entire world to make its own choices and mistakes and steps forward. And the reward for handing him control has been paradise, sure -- if you consider what he's offering a paradise.

  • A Mild-Mannered Reporter: A chicken in every pot, an answer for every question

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.07.2010

    It's the first Wednesday of the month, and like always that means we're going into the questions-and-answers for City of Heroes players. Before we delve into this week's column, I'd like to take a moment to thank everyone for the amount of discussion that took place about our last article extolling the virtues of the Loyalists. It brought a smile to my face to see all of the back and forth about the topic, something I haven't written the last word about. But that's next week's column, and right now it's time to see what other questions the community desperately needs answered. Superfan asked: "Why is the game so repetitive and lacking imagination?" On one level, I can't answer this question because I don't agree with the basic premise. I don't find the game terribly repetitive, and it's lacking in imagination in the same manner that Transformers: War for Cybertron is lacking in robots. But I've acknowledged before that there is a certain rinse-and-repeat feel to City of Heroes, even beyond the equally repetitive feeling in any given MMO. There's something about the game's layout that just gives players that feeling, and I'm not immune to it.

  • New Going Rogue video documentary hits the City of Heroes Facebook page

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.01.2010

    Having celebrated its sixth anniversary back in April, City of Heroes is a bit of an old dog in the MMO world. But it's proving quite adept at learning new tricks, with Going Rogue bringing out a big new trick in the form of its morality system. Allowing players not only to play heroes or villains but several intermediate forms in between, the ability to change allegiance is one of the expansion's biggest selling points -- as well as being the focus of the second video documentary, available on the game's Facebook page. While the video doesn't reveal every piece of system information on changing from hero to villain or vice versa, it does talk more about the choices that go into such a shift. We've been hearing for some time that players will be making choices within the missions of Going Rogue, and it's explained here as well. It also discusses in brief how Praetoria is a framework removed from the hero-villain dichotomy of Paragon City and the Rogue Isles, allowing players to make choices and shape morality from the ground up. City of Heroes players are encouraged to take a look at the documentary and leave their comments on the page, as the developers are due to check in there throughout the day.

  • A Mild-Mannered Reporter: For the greater good

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.30.2010

    It didn't take much convincing for people to start assuming that the Praetorians in Going Rogue were fundamentally the bad guys. For all the talk that's been given about how players can choose either path, about how there isn't always good and evil... the players are smarter than that. Being on the side of the jackbooted oppressors is just plain wrong, there are no two ways about it. No matter how heavy-handed the City of Heroes team might be about it, players knew better than to take the bait. The problem with this line of thinking is that it's wrong on one fundamental level. It's not that there's a lack of evil running through Praetoria, it's that people are seeing it on the wrong side. Loyalists aren't the shoo-ins for villains that the community seems to think they are -- they're heroes, making the world a better place. There might be the occasional misstep, but when you get right down to it, no faction on Praetoria is as well-suited to the ethos of heroism than those loyal to Emperor Cole.

  • Star Wars: the Old Republic expands Blood of the Empire

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.07.2010

    If there's one difficult task that Star Wars: The Old Republic has set for itself -- well, it's set several, but if there's one difficult lore task it would be transforming the Sith into a sympathetic and likable player faction. After all, they've got years and years and years of fiction painting them as unrelentingly evil bastards, while BioWare wants them to be heroic in their own way. It's no surprise, then, that the most recent installment of Blood of the Empire continues to show both the brutality of the Sith as well as their more compassionate side. Expanding the focus from the young Teneb Kal from the first issue, this installment shows us what happens to Sith who decide to strike out on their own -- successfully or not. It also gives a look into some of the morality of the Sith, where attempts to seize power are expected, but failure to do so means you overstepped your bounds. With a closer look inside Dromund Kaas at the heart of the empire, the latest installment should be of interest to every Star Wars: The Old Republic lore scholar.

  • A Mild-Mannered Reporter: Return of community news

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.24.2010

    There's quite a bit to crow about in the City of Heroes community of late. Since the last time we've taken a look at the community, we've had a huge amount of new information about the next expansion, a double XP weekend, and the usual regimen of alien invasions and parallel universes. (July's release of Going Rogue will greatly increase the parallel universe portion.) And if you live on the east coast, you also have the opportunity to meet the Paragon Studios crew without traveling to the other side of the country! Have I mentioned that I live on the east coast? So next week, expect a very weary me to be dishing out a whole bunch of news from PAX East, as I'm going to be following the crew around like a forlorn puppy. But that's then and this is now. Today, we're going to be looking at some of the interesting community threads that have popped up over the last month, from the serious to the amusing.

  • 15 Minutes of Fame: Philosophically speaking

    by 
    Lisa Poisso
    Lisa Poisso
    01.12.2010

    15 Minutes of Fame is WoW.com's look at World of Warcraft players of all shapes and sizes -- from the renowned to the relatively anonymous, from the remarkable to the player next door. Tip us off to players you'd like to hear more about. Whoa ... Was that a book on WoW and philosophy on that display rack? Why yes, it was. World of Warcraft and Philosophy, edited by Luke Cuddy and John Nordlinger, has been attracting double-takes in bookstores since last fall. With selections by philosophers from all over the globe, the book covers issues topics such as ethics, economics, gender identity and metaphysics through WoW-tinted lenses. But this is no dusty, academic tome. Roleplaying, cybersex and the infamous Corrupted Blood plague are all on the menu in this lively, readable tome targeted at fans of WoW. Editor John Nordlinger is just the sort of guy you'd expect to find behind such an eclectic project. The former senior research program manager at Microsoft is California-bound, moving from work in high-tech education to studying film production at USC. We visited with John while he was in transition about some of the realities behind World of Warcraft and Philosophy.

  • The breadth of morality in MMOs

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.02.2009

    It's been touched on before, but there's still more thought to be put into it: morality in MMOs, if you think about it, can be a touchy business at best. Scott Jennings recently took the opportunity to discuss the genre's stance in light of the Modern Warfare 2 controversy, pointing out that the genre as a whole has generally failed to touch on morality tacitly but has frequently done so passively. The game we play are almost relentlessly imperialistic, as he puts it, with an unambiguous march toward taking everything at gunpoint (or sword-point, or laser-cannon-point) and becoming the undisputed master of all you survey. It's equally true in EVE Online, where the game implicitly sends you up against all other players in a bid for maximum possible gain, or in World of Warcraft, where you can find yourself invading homes for no reason or killing people for holding a legitimate grudge. The only games that even start escaping from the whitewashed attitude are superhero games such as City of Heroes and Champions Online, and even there you most likely send several thugs to the hospital without so much as an effort to negotiate. Whether this can or should change isn't easy to say -- much of the rationale behind it is tied to the game design rather than player choice. It's a topic worth considering, however, and one that will doubtlessly be addressed more as the industry grows in maturity.

  • Actions of BioShock protagonist debated by characters in sequel

    by 
    Griffin McElroy
    Griffin McElroy
    11.06.2009

    Considering the dichotomy of the moral decisions (see: good or evil) offered to the silent hero of the original BioShock, many have wondered how the upcoming undersea adventure, BioShock 2, would take his actions in the first installment into account. Without a save game import feature (ala Mass Effect 2), how could the sequel register the player's decisions in the original? The answer was recently revealed by Bioshock 2's creative director, Jordan Thomas: Ambiguity, my dear Watson. Speaking to MTV, Thomas explained that, "the things that he did are being fiercely debated by the splicers, because we wanted to support any of the choices the player could have made in the first game." He later added, "It's become kind of a religious question; what he did at the end of BioShock 1." This plot device is probably for the best -- if the splicers in Bioshock 2 knew about our actions in the first game, all they'd debate about is why we spent ten hours wandering aimlessly around the city, desperately hunting for audio cassettes.

  • Moral relativism in Lord of the Rings Online

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.23.2009

    It's one thing to accept that in the average fantasy MMO, you're going to be killing a truly astonishing number of creatures. That's not the most commendable concept ever, but it at least falls under the header of expected. But every so often, you find yourself stopping to think about the real-world ramifications of what you're doing. The Angry Bear took a closer look at the activities that Lord of the Rings Online is currently moving through in the Mines of Moria, and come to some rather interesting conclusions about the game's stance of invading the homes of other sentient creatures, killing them, and claiming everything they'd owned for several thousand years as rightfully yours. Of course, Lord of the Rings Online is hardly the first time you've been tasked with invading someone's home for little reason other than it being convenient, but the argument outlined here is rather compelling and interesting. It also comes to an interesting conclusion after all the moral sides of the argument are fully explored, one that puts you largely back in the same place you started -- but it's still an interesting argument to consider. Take a look at the full piece, and perhaps tread a bit more lightly the next time you venture into Khazad-dum.

  • Latest EVE Online Chronicle a moral tale of sabotage and retribution

    by 
    James Egan
    James Egan
    04.22.2009

    EVE Online differs from other massively multiplayer online games out there in that it's as much a setting as it is a game; its galactic setting of New Eden isn't divided across shards. This helps the game's lore creators conjure up a sense that the stories of New Eden echo throughout and define a single expansive galaxy, at least for those who choose to get into the game's backstory.EVE's lore has been building up for years as short Chronicles and even in novel form, creating a substantial yet growing body of work that fleshes out the gritty setting. We don't cover all of the Chronicle releases at Massively but we do tend to highlight those that have a direct bearing on the game's lore, rather than those that add flavor. Still, now and again a story comes along that really stands out. That was the case with this week's Chronicle titled "All These Lives are Fit to Ruin" by CCP Abraxas, the description of which was one simple word: "Sabotage". This caught our interest and, in this writer's opinion after having read the Chronicle twice, "All These Lives are Fit to Ruin" may be one of the best stories Abraxas has written thus far.

  • The Daily Grind: Using a competitor's forum to recruit?

    by 
    Krystalle Voecks
    Krystalle Voecks
    03.20.2009

    So we've heard confirmation that Cryptic did indeed use NCsoft's City of Heroes forums to attempt to recruit for the Champions Online beta. Public opinion varies pretty widely from it being a pretty underhanded move to use their forums, to people saying that's just the way business is done and anyone thinking otherwise is expecting too much. We don't think anyone wasn't expecting them to contact their competitor's players, but many were taken aback at the method employed - using the official NCsoft-run City of Heroes forums. After all, to use how Blizzard recruited from EverQuest guilds as an example, Blizzard contacted people on their guild forums and other sites not owned by SOE if they didn't know them personally. Why didn't Cryptic just head for Google and look up City of Heroes supergroups that way? A cursory search on "City of Heroes Supergroup" returns 59,300 hits, and that's not even drilling down into sites like GuildPortal and Guildomatic.So with the above in mind, and the handling of the situation overall; this morning we wanted to dig a bit deeper into your thoughts about it. Do you think it's ever acceptable to use a game's official forums to recruit for your competing beta or product? Or do you feel that all is fair in love and MMOs, so yes - using a competitor's official forums is entirely acceptable? Is it fair to expect companies to act in a 'gentlemanly manner' while squaring off for a duel, as it were, or is the idea outmoded in today's business world?

  • Philosony: You can listen, but you can't HEAR Big Daddy

    by 
    kylie prymus
    kylie prymus
    01.31.2009

    Thanks entirely to this recent second Christmas of a deal I finally picked up Bioshock and am giving it a play through. Now you, Inconstant Reader, probably expect me to launch into some pseudo-thought-provoking analysis of the moral conundrum involving the Little Sisters, or to give the reigns to my inner philosopher who wants to debate the pros and cons of a Randian worldview. Though it may take all the will I can muster, I shall refrain from doing so. You can find a plethora of views on these subjects out there on the interwebs without my adding to the cacophony. Instead I'm going to discuss what's interesting about coming to the game having already navigated said cacophony. No real spoilers, but some talk about what spoilers - like honey - don't spoil. Wrap your head around that one.

  • Richard Bartle responds to "torture quest" issue

    by 
    Seraphina Brennan
    Seraphina Brennan
    11.27.2008

    A few days ago we ran a report on Richard Bartle's take on a torture quest in World of Warcraft, the Art of Persuasion. Since then, the discussion has exploded and some have taken Bartle's quotes out of context. Because of this, Bartle has created a follow-up post to clarify some of the points that may have been misinterpreted.First of all, he's not talking about the Death Knight quest entitled, "How to Win Friends and Influence Enemies." Bartle does realize that Death Knights, while under Arthas's control, were horribly evil and he understand that this quest is necessary to make them look as evil as they are. That quest makes a very strong point that resonates with the storyline of the game.He is quite aware that Warcraft involves killing, fireballs, destruction, and more killing. He knows there's a "dismiss quest" button at the bottom of the quest window. He is also aware that the game is not real life, it's only a computer game, and does not contain the Geneva Convention. So then, what's all the fuss?

  • Building a better MMOusetrap: Morality schmorality, where's me sword?!

    by 
    Dave Moss
    Dave Moss
    02.06.2008

    Who knows what evil lurks in the hearts of men (and women ... and children)? Certainly most MMO players, or to be even more general most people who go on the internet know at least what they expect other people to act like. Certainly they would act like normal people right? Upstanding citizens, keeping the peace, helping old ladies across the street, buying girl guide cookies. But then if you have those fine folks, you certainly would have to have their counterparts, the criminals and scum-bags of the virtual worlds, preying on the innocent and weak. A sort of symbiosis has to exist even online, else you would either have complete anarchy, or pure utopia (and that sort of thing could never happen in a video game, eh Jack?) and neither of those situations truly juxtapose reality, they simply.And that's what MMO's are supposed to do in some sense or another if I'm to believe what all the articles, thesis's, and marketing materials say. Even in the trailer for the upcoming MMO documentary Second Skin they say things along those lines. So you have to balance the good with the bad to have a virtualisation with reality, but then something is amiss, because it's certainly damned hard to be a bad guy online. Oh sure you can gank people in PvP, or use MPK tactics to train monsters on to groups, but those sorts of things make more of a dickwad than they do a truly evil person.Something I hear flying around a lot these days, mostly in conjunction with RIchard Garriott's sci-fi MMO Tabula Rasa, is the idea of morality. But can there really be moral choices in an online world, where just about everything a character does is pre-destined, set on rails, and left to run its course on its own time table?

  • Building a better MMOusetrap: PPOrnography in games

    by 
    Dave Moss
    Dave Moss
    01.16.2008

    Quick turn out the lights, shut your door, and unplug the phone... today we're going to talk about boobs. shh shh shh, I know, please keep it down, don't get all worked up, it's really not anything to worry about. I'm not actually going to show you any boobs, just talk about them, or rather about morality, censorship and the like in our favourite type of video games. As I'm sure you're all aware, as informed gaming news readers, you've read the latest load of tripe about our beloved "sex-boxes" and how they are filling us full of sodomisingly good times. Well, I decided to take a look at MMOs under the same plate, but before you fill the comments section with slander, and my inbox with hate, let me just say I think the fellow who wrote the article is a grade-A ass, but he did make me think about a few things.First off, let's look at the ESRB rating that comes on most of our MMO titles, generally they are rated T (for teen!) but have the wonderful disclaimer of "experience may change during online play". Now frankly that's pretty much a carte blanche to do whatever they like, because if they get pulled into court they can just grab their Objection! sign and point at the rating. But I think that for the most part MMO game developers take a lot of strong steps towards keeping the playing environment relatively tame. There certainly aren't any terribly un-graphic alien lesbian love scenes in Paragon City, and last I checked, even though the Mithra are cute little cat ladies, there hasn't been any rampant cases of cross-species hot loving in Vana'diel.I think what I'm trying to get at is, that game developers do in fact keep our online experiences as puritanian as they can (violence aside of course), because they don't really see a need to change their games into online porn. Certainly there are the usual video game metrics of unrealistic body types (for both the women and the men), and the fact that somehow the more armour a female character puts on, the more like a princess leia golden bikini (link is semi-NSFW) it looks. But other than that things are generally tame, that is, until it gets into the hands of the players.

  • The concept of MMOrality, and how players pass it around

    by 
    Mike Schramm
    Mike Schramm
    11.08.2007

    Ryan Shwayder has a look up at what he calls "MMOrality"-- the idea of a calling within any given game that determines how we as our avatars act. When newbie players first sign on to a new game, they are innocent in every meaning of the word-- they have no idea how to act, and even though they may do things that are against the ingame code (killstealing, ninja looting, grabbing quests without grouping, and so on), they are innocent, because they don't know yet what's right and wrong. Only after they're introduced to the "MMOrality" within the game can they figure out whether they want to be immoral, and go against the codes put in place by the game, or moral, and follow the etiquette and standards laid out by the other players.It's an interesting thought, and not a new one-- just as we have morality in the real world, our virtual worlds also have their own codes that can be upheld or broken. Shwayder speculates, however, that this morality requires PvP-- players can only uphold the morality they've put in place if they have the option to control other players by ganking them. But I'm not so sure that's true.