![]() ![]() I try to make everything I add to a story have a point or purpose for being there, and love to sneak in tons of references to all sorts of things – game canon, other videogames, whatever I can.” “I write for my friends and supergroup mates, not for the public at large. “It’s a lot like having a (very limited) ability to create your own MMO with all the hard parts already taken care of,” says Dustin “Witch Engine” Stroud, best known for his arc “Blight” (No. The temptations are great you can even play God and refashion the world with you and your friends as the main heroes. It’s a common use of the system and a definite part of its appeal: The ability to create more personalized content illustrates a value-added way to enjoy a game with old friends, one that has kept us playing (and paying) when regular content has become stale. Our weekend arcs are filled with shout-outs and in-jokes for a group that has gamed together for years – a specially costumed NPC here, a catchphrase there and fun just about everywhere. ![]() When I get together with my favorite supergroup for a couple of hours on the weekend, we often try out a mission that one of us has written during the week. This system isn’t just for diehard CoX fans players of all kinds are creating their own stories to share with one another. Once players were handed those tools on live servers, they immediately went crazy with their creations.Īccording to CoX Lead Designer Matt “Positron” Miller, “In just one day our users did more than we could in almost five years.” Instantly popular and widely praised, CoX‘s Mission Architect spotlights a growing trend in online gaming: easy-to-use developer-created tools to facilitate user-generated content. “It truly allows for player expression to be taken to the ultimate extent: inventing worlds and encouraging the comic book writers in all of us to shine.” “Architect is the best and worst thing that has ever happened to the player base,” Schweinzer says. He’s one of 39,000 authors currently taking advantage of the new system, introduced in April 2009, that lets players directly shape the world they inhabit. Turgenev, a magic-origin illusion/storm controller and, thanks to CoX‘s Mission Architect system, author of the Developer’s Choice-winning “Ghost in the Machine” (No. Schweinzer is a photographer and IT professional. By day, City of Heroes/Villains (aka CoX) player Joseph A. ![]()
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