Cryptic, Marvel, and the Art of Storytelling

In Zen of Design’s post about the Cryptic-Marvel team-up, Aaron and I had a nice debate on story in City of Heroes and whether Cryptic can do well with Marvel’s material. We’ve since moved the debate to our own blogs. Aaron has expressed some concern that Cryptic’s characters don’t have the depth, but read it for yourself. It’s good stuff- even if I disagree.

Aaron is right in one aspect. Although I believe Cryptic advanced the MMO storywriting skills by leaps and bounds, nobody’s going to mistake any MMO’s story for award-winning literature.

He just gives Marvel too much credit- and Cryptic too little.

Giving Too Much Credit

Aaron points out that many of Marvel’s characters have powers that reflect or contrast inner personality traits. Some of these are rather cliché (the “man as beast” issues) but others are rather noteworthy ( Nightcrawler hates himself for his sins, wishing he could disappear, which he does (he teleports)).

Problem: Few of these metaphors originated with the character.

There were a great many issues of the X-men before Nightcrawler’s religious views became apparent… or before Mystique stopped being a one-dimensional shape shifter. Rogue started out as a bad guy, and evolved quite a bit before the empathic “iconic” rogue characteristics arose.

Long-running comic titles are the collective work of a great many authors- often dramatically redefining the characters as creative vision dictates. Some hit a chord so well that they become iconic- as untouchable as Superman’s S- while others are mutable and will change again a few years from now when some new plot device is needed.

Movies-from-comics can benefit by refining that “essential” character from the tales (Wolverine in X-Men, Spider Man) or are overburdened by the rich, yet inconsistent tapestry that’s been woven by so many hands (Electra, Daredevil, Punisher).

When Wolverine first appeared in the Hulk comic- or even later in the X-men, he wasn’t much more than a short canuck with claws and an ability to take a beating. Over the decades, he’s been torn down and built back up, physically and mentally, for all of us to see. That’s given us the illusion of depth- and through the experience, has allowed Marvel to distill his essence on film. It only took the lion’s share of 2 feature-length movies.

More than once, a development team has tried to distinguish itself through dramatic turns (Wolverine’s memory block/implants/more blocks/recovery, Angel/Death/Archangel, etc). Some are successful, some aren’t.

Colossus’s invulnerability often contrasted Shadowcat’s intangibility in a way that made their frequently on-again-off-again relationship something rather iconic for each of them. Now, we have them consummating their relationship in one comic, where in the “Unlimited” series, Colossus is GAY?!?!

Which will become the “iconic” Collossus, and which will enter the dustbin of dead-ends?

Marvel’s success comes over time, after the creative efforts of many people, and despite some very, very, bad missteps. It comes from trying out the good, discarding the bad, and having enough good sense to keep most of what the fans calls iconic. Sometimes, they disregard even that.

Cryptic doesn’t have that luxury. They’ve got to be BETTER than that.

Giving Cryptic Its Due

Cryptic has profiles of the “legendary” hero and villain groups on their website. They don’t tell much- they offer a chronological history of the characters devoid of inner feelings or motivations. This is largely what Aaron bases his concerns on, and if this WAS the story, he’d be dead right.

Those profiles fill you- the player - in on the publicly-known history of the heroes and villains. You don’t need to read them- you’ll learn much the same in your first dozen levels in City of Heroes.

Once you’ve established your expectations and think you know the world, the story begins…. because in many ways, your assumptions are dead wrong.

To be honest, the “iconic” heroes never seemed to get much attention (YOU are the hero of the story). The villains- your adversaries- THEY come alive. In Cty of Villains, the “Patron” system does well to make the villain patrons come alive.

The villains’ stories aren’t divulged at once- they’re meted out over the course of multi-mission story arcs. A clue in one might lead to a discovery in one direction, three levels later, another story arc reveals another piece of the puzzle. The backgrounds are rarely beaten into you- and rarely told complete. It’s all very episodic- like a comic book, and it frequently takes plot twists that change your entire outlook on a villain- again, like a comic book.

Many characters evolve beyond that initial profile to become something more… something where their powers help define them by reflecting something inward or contrasting against some personal characteristic.

Something maybe Aaron would appreciate.

The Downside

The biggest issue I have with the stories are that they’re so easily missed. Try taking the time to read the latest installment in your storyline when you’re in an 8-man pickup group. Try piecing together the story when you’re skipping between a half-dozen multipart missions.

I love the tales- don’t get me wrong- and I like the “cutscenes” they added for flavor, but it can be so easy to miss. At the end, I get the summary- but not the clues that pieced together or the character comments that inspired them… and those are worth experiencing.

Odd Tangent: Destructible Environments

Aaron mentioned destructible environments… something that’s tough to do on an MMO (tracking all that destruction across hundreds of accounts) Perhaps he’s seen the mayhem & safeguard missions (tracking the destruction across- at most- 8 players). If not, find a trial account and I’ll guide ya through one.

Granted, they’re new, and not fully destructible, but they’re a promising sign.

7 Responses to “Cryptic, Marvel, and the Art of Storytelling”

  1. Aaron Says:

    Thanks for the response.

    It sounds like I was largely arguing from ignorance. Like I said in the blog, all I know of Marvel’s stories is through the handful of movies, so it was pretty presumptious to assume I had a handle on Marvel’s style. I knew it then, but I was eager to push the point about depthful stories. I suppose Cryptic is bound to the histories of the Marvel characters…both the good and the bad stories.

    Likewise with CoH, it’s been a long time since I played and I ended up quitting the game sometime before any of my characters made level 20 (though I’m firmly against MMOs expecting players to get to “the real fun” only after months of play, so I don’t regret quitting when the gameplay got redundant). The game hadn’t presented me with any compelling stories by that point. But I’m glad to hear there are depthful stories somewhere in the game, and it sounds like they’re working toward that end.

    That’s a good point about stories being easily missed (not specifically referring to CoH). Even if the story isn’t given through text, that can be a problem. Alexis Nolent of Ubisoft noted in his AGC speech the example of players being given news of the president’s assassination (I think that was the news anyway) in Ghost Recon during the middle of a firefight…the players were concentrating too hard on the battle to really feel the impact of the news. So timing is a major concern.

    I also think non-verbal storytelling is often best, whenever possible. MMOs in particular could benefit from more visual storytelling. In past games, ruins and such provide a sense of history, but they don’t tell their stories.

    So, yeah, let’s agree that depthful storytelling is plus and hope BOTH Marvel and Cryptic will pave new ground in that way.

    I’ll look into the trial CoH account. I’m not sure they’ll let me, since I’ve been a subscriber before, but I’ll let you know if they do. I did enjoy the hell out of that game the first month. The destructible environments tangent was entirely wishful thinking…just something that popped into my mind about Marvel stories; no consideration of feasibility. That’s for another day.

  2. Chas York Says:

    Don’t get me wrong- I LOVED the symbolism you revealed in your posts- and what does make Marvel great is the way it resonates with so many people at that personal level.

    Cryptic’s stories are easily missed, like I mentioned… and they’re all text- not an issue for a bookworm like me-refreshing, actually, but given the media the game was in, something more in sync with the game… or even as a screenshot comic book… would be a more engaging and attention-getting method.

  3. Aaron Says:

    A screenshot comic book? Now there’s a cool idea. I think I would have taken more interest in those comics Cryptic sent out if they had been screenshots.

    Encouraging players to make their own could be cool too. You just give them a hotkey that will take [x] number of screenshots over a particular time frame, then give players a tool with which to add dialogue bubbles, and they could create their own hero adventures series. The company might offer a space on their site to trade strips (though that many pictures is a lot of hosting memory, right?) or the company might even invest in a myspace-style site. That might be a strong incentive to keep playing, if having something to say on the social site means having new game stories to tell.

    Anyway, one of the big challenges with symbolism is making it clear without hitting the audience over the head with it. The bit about Nightcrawler disappearing because he hates himself and wants to disappear in that way is something I doubt most people are thinking as they’re watching the movies or reading the comics. Symbolism has to be communicated to the audience somehow in order for it to have value.

    In literature, I’ve always thought that if only the professional critics and English students see something in a story, then either that something doesn’t really exist or it might as well not. As an English major, though, I’m surrounded by people who disagree. ;)

  4. Chas York Says:

    check out the neighborhood watch.

    Everquest 2 has kinda beaten cryptic to the the punch, with a web-based “comic book creator” available through the station pass- allowing you to make quick webcomics out of your screenshots.

    It would be awesome to see Cryptic take a similar approach.

  5. Psychohistorian Says:

    Well I’m not sure if you’ll read a comment from this far back, but it’s very refreshing to see a mature and intelligent debate over this game (though you can get a hint by how pleased I am to find your dialog even months later). I’d love to talk MMOs with you sometime if you’re interested.

    As a side note, I’m also a new member of the blogoshpere, and I’d greatly appreciate any advice or criticism of my own little foray into this realm.

  6. Chas York Says:

    I tend to search the comments as far back as I can… but the spam can get rather overwhelming. Work’s been a nightmare lately, but I’ve added your blog to my reading list…

  7. Psychohistorian Says:

    Wow, thanks. Amazingly quick reply by the way.

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