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City of Heroes: Mission Architect Hands On

MMO PC Hands On by Jon Blyth

11 May, 2009

Page 2 of 3. <- Page 1Page 3 ->

Character Creation

If you're not happy with the numerous groups that you've seen around the game's missions, the Architect lets you populate your stories with your own custom characters and groups. Create a group, and then populate it with gang members. Add descriptions to let everyone know you've thought it through.

I called my guys the Loveless Unborn because it sounds like a subtitle to the Crow movies without actually meaning anything. I like to imagine the LU minions muttering to themselves, waiting to be killed by a hero.

"Unborn? How does being unborn make us cool? Undead, maybe. Undesirables, definitely. But Unborn? It's bullshit, man. I wish I was in the Titanium Nutsacs, those guys really know how to throw a party."

You don't have the power to model and skin your characters - keeping it simple, remember - but you do have access to the excellent character creation set. It's no Spore Creature Creator, but the ability to create such a fantastic range of convincing comic-book characters is one of the City of Heroes' great accomplishments.

It's less suited to creating minions - by its nature, you'll end up fighting people who look like superheroes - and you won't be able to create the variety of creatures you'll find in the pre-defined NPCs. But the ability to create your own gangs, gang descriptions - essentially, your own lore - is a compelling addition.

Help Is At Hand

'City of Heroes: Mission Architect' Screenshot 4

These blue screens - the portal between two distinct layers of your fantasy life

I've got this far - a playable mission that's not unlike a Paragon City tutorial mission - simply by exploring the interface, and doing what seemed to make sense. To Paragon's credit, it's been a complete doddle. There's no scripting knowledge required at all, everything's presented in plain English (as plain as a superhero MMO mission-creator allows, anyway), and as I've already mentioned, the help fields are all detailed enough to eliminate the need for a manual.

When you do make a mistake, the error reporting is both simple, and a useful tool to fix your mistakes. Every element of the error report is a link that takes you to the box that needs work. And it doesn't just spot empty required fields - if you create a mission where every objective is dependent on the completion of another objective, then it spots game-crippling logical flaws, and won't let you test or publish it.

Advanced Objectives

So, I've created four missions, given the Loveless Unborn a personality (they prefer Lily Allen to Kate Nash, and don't think much to Katy Perry) and populated the gang with three distinct units. I feel like I'm nearly finished, but I've not reached 25 per cent of the size limit. To get nearer to that 100 per cent - which I have to remind myself is a limit, not a goal - I decide to chain together some advanced objectives.

I'm happy with my second mission - a heart-breaking metaphor for love, expressed through the medium of searching seven desks for something that was in your pocket all along. So I'm ready to spruce up Mission 3, which at the minute has quest-giving text that reads: "CAN YOU GO OVER THERE AND OBEY THE DEFAULT TEXT PROMPTS PLS"

So what can you do, apart from the four basics of Kill Everyone, Search Stuff, Fight A Boss, and Free A Captive?

Add an ally: This puts a character into the level that'll fight alongside you. Useful for balancing out a harder level, and you can choose where, roughly, in the level they'll join you. By roughly, I mean beginning, middle, end. The Ally can be on her own, or surrounded by enemies of any difficulty, and you can have her fight with full aggressive AI, or hang around and be an escort-style victim. You can also make her say things at certain trigger events, allowing you 50 or so characters to build her personality.

Add an ambush: Other missions have key moments - completion, for example - and you can flag these moments as a trigger for an ambush. A drop down menu appears here, listing all your available triggers, and you can select who'll attack from the pre-set or custom groups.

'City of Heroes: Mission Architect' Screenshot 5

Create backstories for your creations. Or tell everyone their favourite crisp flavours.

Add an escort: Select the character you'll meet (using the pre-set or custom characters as usual) and then decide if you want them to betray the players. Most of this objective's details are calculated automatically - the path you'll take, when it'll finish - but it's a good stepping stone to an ambush or a battle.

Add a patrol: You can only select one group of enemies for the mission - adding a patrol gives you more flexibility to mix up the characters. It also gives you a chance to throw in some expositional dialogue, such as "I hate patrolling caves," or "The boss just texted me to say he needs two more Rubidium crystals. So inappropriate. I'm just a minion, that shit should be on a need-to-know basis."

Add a battle: You can't have anything as epic as the battles in the main game, but you can trigger battles between two sets of NPCs. You can have one set as allies, or have both turn on you. Leave them to it, though, and they'll damage and kill each other.

Add a destructible / defendable object: Make the players destroy or defend an object from the game's library of models.

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Dizzy
11/05/09 @ 14:02
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With Champions around the corner I am not going back to CoX.. it was fun, but time for something new. Even this Mission Architect can't tempt me.
FTM
11/05/09 @ 14:04
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wheres the first ten level comparison for this you lazy bums!

I will be sticking with this on my PC but will prbably get champions for my 360..I cannot bear to let all my hard work in this go to waste..All hail the might of Marshal Amp!
iokthemonkey
11/05/09 @ 14:05
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Agreed, Dizzy. I logged in a while ago, poked the MA terminal and then just couldn't be arsed. I've since cancelled my account. It's not that CoH is BAD. It's just a bit lacking and I've better things to do with my time...
TriggerHippie
11/05/09 @ 14:23
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This is a game I wanted so much to like. I bought the original and then tried again when Villains came out, but I just never found a hook. Glad to see that its going well though. Obviously a lot of work still going into it.
Silvervein
11/05/09 @ 14:24
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First off, I play city...as I did for last two years. Of the mmo's on the market, it does suit my tastes most (after sony destroyed swg).

It's a pretty neat article, and covers most of the architect options.
So far, there are literally thousands of player made missions available. Some are bad, some are so so, some are nice. It's a good move I think, to introduce architect to the game. I have fun with it, and so do many others. It certainly spices things up in game.
levitate
11/05/09 @ 14:34
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@iokthemonkey:

Aye, now that the DF thread is finally put to rest you might step out and enjoy the sunshine again.
iokthemonkey
11/05/09 @ 15:01
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What is "sunshine" and will I need to update my drivers to appreciate it?
jonfon
11/05/09 @ 15:36
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"here's a very annoying problem here, though: you can only test your storyline from beginning to end. You can't pop in and just test the fourth mission,"

Actually, you can. You can drag the stories left to re-order them, so just drag story 4 to be story 1 and try it like that.

Pity they don't bother telling you that in the MA of course.

The big problem for the Devs with the Mission Architect was that everyone realised they could populate their missions with the wussiest enemies who give the best rewards and milk them til they mooed, which left a bad taste in the mouths of those who wanted to use it to make proper stories. And now the devs have stomped on the milking all the farmers are now irate and shouty instead.

Still the nerdrage is nothing if not entertaining
Edited 1 times, most recently on 11/05/09 @ 16:41
Blacknimbus
11/05/09 @ 19:00
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@FTM

You can get your first 10 levels in an hour by doing a sewer mission.
Rubarack
12/05/09 @ 12:20
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I could probably make something significantly more interesting than the majority of MMO quests using this editor given enough time, but I think they have missed a trick by making it quite so easy to make content. Playing a few of the top rated missions during the reactivation week I found they were incredibly generic. Given the vast amount of missions already on the system I'm not sure anyone will dedicate the time needed to make a truly top-class mission for fear of it disappearing under a mountain of drek.

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