As long as I'm
exhorting our new lead designer and
hoping she brings a swift death to the warehouse map, it seems only fitting to take a look at the promised new "endgame system" that
Matt "Positron" Miller is supposedly developing. I say this in quotes because, really, that's all we've been told. It is a system and it will involve the endgame, and presumably some sort of rewards in exchange for effort. For all we know it's going to be an interactive kitten-petting simulator.
Regardless, I think that Miller is exactly the right person for the job. (I'm sure
Paragon Studios has been waiting for my approval.) We've seen some spectacular system launches during his tenure, but the content problem extends through to the endgame, and is an issue that
City of Heroes needs to deal with. And the oddity is that the game simultaneously has the most populated endgame possible, with huge amounts of things to do... yet not nearly as many interesting things to do when you hit max level as other games.
It's a bit of design strangeness, one that serves the game well up until the last level and will take some clever work to overcome. How can the endgame be so sparse when it's so rich?
Continue reading A Mild-Mannered Reporter: The endgame oddity
A Mild-Mannered Reporter: The endgame oddity originally appeared on Massively on Wed, 10 Feb 2010 13:00:00 EST. Please see our terms for use of feeds.
Permalink |
Email this |
Comments