It’s a weird but easily seeable dilemma these days that
people obviously don’t understand what makes a hero anymore, let alone a super
hero. Why do I bring this up? Because I was thinking back on the many “discussions”
I’ve had on the subject and almost every time the point was brought up about
what makes a heroic person, or a super heroic person, the people involved
always answer by the sheer fact of how much ass they can kick or how they can
shrug off the best of the best hits. Needless to say, my answer to that is
pretty much, no, that’s not what makes a hero or a super hero, that is what
makes a Mary Sue.
Let me try to explain this reasoning. Heroes are people that
accomplish unreasonable goals that defy the odds at great personal risk to them.
So, what would make someone a super hero then? Well a hero would have to be
someone who could defy the odds against normal things that can happen; a super
hero would be someone that defies the odds against the impossible. So let’s
look at it from another stand point; a man in a subway sees a little girl fall
on the tracks while there is an oncoming train. Without much thought he dives
down, covers the little girl between the rail lines and shields her. His quick
thinking and selfless actions make him a hero. And for the record, this really
happened. The man lived, despite the odds at great personal risk to his own
life to save someone else. This act makes him a hero without question.
Heroic acts can happen every day from every day people and
it’s these qualities when someone steps in and protects others at personal risk
to themselves that marks them as a hero. So, if that marks a hero what marks a
super hero? Some would say super powers but for me that just doesn’t seem quite
right. While someone with super powers can indeed do a heroic thing, that
doesn’t make them defy the odds if they can’t personally risk themselves in the
long run, so for a super hero the odds usually have to be steeper and the end
result would cost them something they hold dear to themselves or their own
ideals. This would be the mark of a super hero. This is generally what is
conveyed in comics when it concerns a super hero, the risk isn't so much to
themselves as it is to their lives and the people they care about or their
personal ideals.
So this is the crux of the problem with a modern MMOs take
on super heroes. The character (aka the hero) and player have no personal risk
to themselves in the long run. So, how is this dilemma fixed? Quite simply to
be able to have a super hero in a modern MMO the challenges would have to be
equally super to overcome, but that is something difficult to do, because so many
people have misguided belief on what really makes a super hero. So this enters
the world of why the current generation and past generation of super hero games
actually aren't doing so well in the eyes of the mass market. The lack of that
personal challenge, that despite what some people believe, just isn't there in
a game where people can shrug off hailstorms of bullets without so much as
flinching.
In short, the challenges are usually just not there for a
medium where being a super hero is the staple. Let’s take for instance the
difference between Superman and Batman. Superman is a very iconic and popular
American super hero. However, if you took him at his own merits without the
personality or anything else, all he is, is a walking Mary Sue. He is immortal
to practically everything with only a few plot devices even actually able to
cause harm and he is nearly capable of doing tons of things, which to the point
just make it impossible to realistically causing harm. What separates Superman
and elevates him to a more heroic status is the fact that he has personal risk
in the people he cares and loves and at times his own moral compass is
challenged on what would be the best course of action and what would be the
right course of action. And once in a blue moon, Superman is actually put to
the test with a foe or baddie that can actually hurt him thus giving him that
super heroic quality. After all, it is the risk that he takes that actually interest’s
people and how he goes to stay true to who he is, not the fact that he can fly,
has heat vision or can lift unbelievably heavy objects. If we were to just take
him on his physical abilities alone and forget everything else, Superman would
be a dull, boring character and unlikely that he would have lasted as an iconic
character for the near century he has been around.
On the flip side there is Batman. Batman has done super
heroic things but he is just a man. However, he is on that dangerous precipice
where he is becoming an uninteresting character now. Batman has faced odds that
typically would defy even super hero logic, and lately it’s boiled down to him “always
being prepared” which absolutely makes no sense when you actually think about
it because some of the situations he’s found himself in would have no standard
for being prepared with. If you were to discuss, at length, you would find
people saying he is the most relatable hero to people because he is an
everyman. To which I say, bullshit. Bruce Wayne is a rich kid, with tons of
money that affords him a lot of what he can do. He’s intelligent, that much is
certain, but it seems that as long as he has his utility belt and “time to
prepare” as any argument boils down to, he is unstoppable. This has gotten
ridiculous lately with Batman because he’s become such an unstoppable force on
almost every situation. His personal risk factor has diminished while his
immortality status has climbed. He’s sitting on the precipice of crossing the
line of hero to Mary Sue, since he seems to be prepared for everything that could
potentially cross his path, and in a lot of events, he’s been prepared for the
impossible to the point that some people would have to at least be able to
scream bullshit in their minds. He’s distanced himself, practically, from every
weak link he might actually have, and he’s pretty much become a hollow person
now going through the routines if you take Batman as he is now.
So what do these points have to do with this discussion,
well back on point let’s discuss a super hero game. The problem with the
current and past super hero games is that the hero characters often have the
character at first start out challenged, but as the game progresses the challenge
does not remain constant and actually declines greatly. Some might argue that
their super hero should not get hurt, or they should be invincible to
everything but this doesn't make a heroic character. This makes a Mary Sue. As the
game progresses, in the super hero genre, the challenges have to match or more
often, exceed what the heroes (aka characters) are capable of doing. If they
don’t, then they aren't heroes anymore and they've just went from being super
heroes to Mary Sues. If the toughest enemy in the game, by the time you reach
that point, doesn't even present a threat to the character then there is a
fundamental flaw and people recognize this fact, even if subconsciously. While
some think that a super hero should be an unstoppable force, again, this is not
what makes a super hero.
The players have to be at a personal risk to lose some how
to keep the game interesting, and there are many ways to convey this risk other
than just making a really tough bad guy. Of course, if you were to listen to
some conversations on this subject, people believe heroes must always win to be
heroes. The answer to that is no, they don’t. There are many instances where
heroes don’t always win or they come out having to compromise their very own
beliefs in order to actually save or help people. These are things that are
missing from the current super hero games, the personal risk to the character
and reasons to drive themselves to grow and become better at what they are
doing.
Basically put, if the current super hero MMOs want to
actually convey being a super hero, they need to stop being bad guy beat down
simulators and start actually presenting challenges that would test the resolve
and metal of the players involved. While some players would say such things are
dumb and don’t convey a super hero, the plain fact of the matter is they are
wrong. In short this type of person thinks challenge is bad, and they think
that not being able to win because they refuse to learn is terrible game
design, but even that can be conveyed in comics that the heroes do not always
win. It’s almost the same vein as people hating roles because people think
roles don’t exist anywhere else, when they can physically be proven to exist
even in the most meager of jobs and even in comics with super teams.
But, to put it simply, for a super hero game to actually
garner interest past a costume creator or characters with fantastical powers
syndrome, the game actually has to present something that challenges the player
and thus the character to still be considered a hero. It’s easy to set up a
system that allows a character to mow down a swath of bad guys, that much has
been proven three times in three different MMOs, but it’s an entirely different
thing to present situations that challenge the players; mentally, character
physically, and objectively.
A character should not be a walking unstoppable force and
called a super hero, that’s just dull. But what needs to be created for modern
super hero games is other facets to convey. Take Batman Arkham Asylum and Arkham
City. If you just tried to do straight up brawling in that game against swaths
of gun toting foes, you would be dead quickly. The game encourages and outright
demands that you actually tactically think of the situation or even just
stealth past the stuff without causing a ruckus. Some of the encounters and
situations even require that you just be able to figure out a puzzle within a
time limit, things that mentally challenge the player instead of just physically
challenging how many bullets they can soak up before their life bar hits zero.
These are things that a modern super hero MMO needs to take into account. After
all, which would be more risky to do, jump into a group of bad guys with your
invincible character, or entering a warehouse and having the information to
know that if you trip a single alarm or alert a single bad guy the hostages you
came to rescue would be killed instantly. These are facets that need to be
introduced into the modern super hero MMO.
In short, it's easy to make a game based solely around a bad guy smack down quota, it's harder to actually put in things that require the player to think like a hero. The former has the ability for cheap and instant gratification for a few hours, maybe a couple of days, the latter has the ability to keep interest for a lot longer and has the bigger payoff for the company in the long run. These are things developers should be thinking about in the long term.
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