It's been a little while since the last installment of City of Heroes
' developer dispatch newsletter, the Intrepid Informer
, due in no small part to the upcoming hybrid business model domination the news sphere. But the second part of the series on designing missions for the games has just recently been posted
, giving players a look behind the scenes at the process that goes into crafting compelling arcs for players to enjoy time and again.
Penned by Matt Miller
, the installment explains some of the thought processes that go on during mission development. For example, as Miller explains, the main reason that level bands restrict available enemy groups is simply plausibility -- if you're still seeing Hellions at level 50, it implies that the Rikti are essentially equivalent to punks in red jackets. Miller also talks about the importance of finding little quirks to help the mission feel unique and memorable, an important element in a game that allows you to flash back to older missions at almost any time. It's sure to be an interesting read for longtime fans
interested in seeing how the team goes about taking a broad concept and turns it into a playable arc.