The first era of massively
multi-player gaming is drawing to an end. A stretch of genre history dominated by games
like Ultima Online, EverQuest, and Asherons Call is being left behind as the next
iteration of these games launch themselves onto a new world of faster computers, greater
bandwidth, and greater competition. Naturally, certain things will improve with this new
generation of games. Graphics will become more beautiful; the wrinkles in game design that
were discovered by the first generation will be ironed out. Camping will become more rare,
if not vanish entirely. Yet there are also the unexpected improvements evolving under the
glossy shrink-wrap, changes in game play and style that will ultimately separate one world
from the flood of others set to wash the market. No company is as actively prepared to
tackle that changing environment as NCsoft, makers of Lineage, the most successful
massively multiplayer game in the world. Based out of South Korea, NCsoft has been largely
ignored by the US market, yet Lineage has a user base of four million, possibly double the
user base of all other online games in the world combined (at its height, EverQuest
fell far short of a million). NCsofts lineup of online games looks fabulous, not the
least of which is a game called City of Heroes, developed by Cryptic Studios.
City of
Heroes represents at least two fundamental shifts in the online markets thinking.
Where as most games in the past have focused on player vs. player combat, City of Heroes
aims to have us fighting side by side against a common enemy: super villains as demented
as any of those in the comic book industry. Secondly, welcome to the real world. OK, not
really, but welcome to Paragon City, the first massively multiplayer landscape Ive
seen that looks enough like New York to be mistaken as modern day. Instead of the thatched
huts that grace the graphic set of at least six others in the genre I can name off hand,
the city of heroes has 36 square miles worth of towering steel structures, dark subways,
and sinister evils ripe for the combating. And get this: youre a super hero (bet you
didnt see that one coming, eh?). No swords and sorcery in the traditional manner. No
orcs and goblins. Think jumping tall buildings in a single bound, super strength, and
control of the elements. NCsoft has promised that theyve tried hard to include all
the standard powers, and then outdone themselves including ones weve never seen
before. So how many are there? Try 2.44 x 1024 combinations of attributes.
Translation?
2, 440, 000, 000, 000, 000, 000, 000, 000 unique superheroes flying, running,
or jumping about the city on their way to battle evil. After you create your avatar, it is
very possible that you will be the only character to be configured exactly that
way. The number was so outrageous that I had to check it twice, but the fellow from NCsoft
repeated it for me number by number. I just drooled (something I tended to do a lot at
E3).
As
a superhero, you come to Paragon City in the aftermath of an alien invasion. At least at
the beginning, you belong to an organization of superheroes that hands out assignments,
keeps track of what needs to be done, and carries you off to the hospital whenever you get
your heroic butt kicked. Unlike other massively multiplayer games, there is a high focus
on the individual experience. You are assigned a mission (based upon your experience,
attributes, etc), so you might, for example, be given a mission that only you and your
friends have the ability to complete. No one else can steal your glory. As you succeed at
your assignments, youll gain fame, money, and experience these allow you
access to more advanced equipment, stores, powers, and missions. Death, of course, costs
you a little in fame, since nobody likes a loser superhero, and money for your medical
bills (the assessed risk on a superhero is just too high for most insurance carriers).
Of course, what good would a superhero be without super villains? "We
didnt want to create a game that actively promoted the player to murder or rape, or
many of the things normally associated with a villain," one of the developers from
Cryptic said during the interview, "So players cant be the bad guys yet.
Were looking into that down the road maybe." Instead, theyve loaded City
of Heroes with a number of personable enemies. Theres the evil corporation allegedly
involved in cloning an army from the ranks of expired superheroes, or the artificially
enhanced street gang that prowls the city, and let us not forget the aliens who remain
from the invasion that originally destroyed most of Paragon City. NCsoft promises a
dynamic universe in which the enemy organizations, twelve of them so far, respond based
upon the success of the players. If missions against Crey Industries succeed, then
Creys tactics will change, become subtler, possibly go into hiding for a while.
Conversely, if missions fail, they will become more bold, more daring, more willing to
cast shadows during the day. In quick combat, non-mission driven areas of the game,
enemies will be generated in random locations, eliminating camping, and for those not
interested in computer bad guys theres the player vs. player arena.
Possibly
even more exciting is what may lie in the pipeline for further development. With the
ability to update the system live, placing and removing objects in real time while people
are playing the game, City of Heroes may be well on the way to being one of the more
interesting and expandable MMORPG on the market. At a time when comic book heroes are
gracing the silver screen, climbing on walls and throwing out webs, NCsoft couldnt
have picked a better product. Im already building my mental powers -- doing math
problems in my head, staring at matches in hopes theyll burst into flame so
Ill be prepared come the release date in 2003. Heck, Im already designing my
costume. All that remains is my name. Maybe GamesFirst Man? Hmmm