[QUOTE=Lightray]
Seriously, now, you make that joke here? Since when do we consider “Advanced Mathmatics” to involve only addition, subtraction, multiplication, and division? Or is it that there are – oooh, scary – fractions involved?
Calculators solved those problems even for the brain-dead few who couldn’t figure out how to figure out 30 x 1.25 – and since this will actually be played on a computer, I suspect you probably won’t have to fear the math that a 5th grader could solve.
And since the customizability of Champions/Hero is far more well-known than the Chapions Universe, I’d bet that’ll be the main feature of the MMORPG. They already have a pretty good engine for character creation in the Hero Designer program.
Personally, I’m pulling for the Hero guys. Even though I have no interest in a MMORPG, I’d like to see them do well.
[/QUOTE]
Yes, I do make the joke here. As I said, half the fun was gathering up enough d6 to cause a seismic shift when rolled; the other half was trying to figure out how to build a kryptonian on 250 points.
If this goes MMORPG, it will be gutted. You’ll see none of that fun character sheet that my friends and I pored over long before we could employ computers to figure out just how fast we could fly (or how many points that last 1/4 disadvantage would save us). Actually, technically, we could have used computers, but how many people had computers with any type of spreadsheet in 1983? We didn’t.
I would say Champions/Hero is about as well-known as the Champions Universe (not at all outside a very, very small number of fans), and the ability to support a MMORPG on either audience, or the sum of both, alone, is impossible. They’ll need to give players who have no clue of Champions an easy way to access the game, and familiar archetypes. I stand by my statement - the only way any of the complexity of the game can be preserved would be if Cryptic went for a Neverwinter Nights-type business model.