All posts by Robin

I'm a woman in my early thirties living in North Carolina, USA, and I have a lot of varied interests; I love creative writing, music composition, web design, surfing the Internet, thinking out loud, and gaming. And yes, my glasses are crooked. :)

Icons Are Like Candy

iconslikecandy
Due largely to the advent of apps, many webdesigners are choosing to do more of their site’s navigation with the help of icons rather than text. After all, doesn’t it look so much cleaner just to use an icon in place for an RSS feed, or for a Twitter account, than to spell out “RSS Feed” or “Twitter” in text?

Well, yes and no. Icons can look clean and tidy–that is, until you have tons of them on the page. Too many icons can make your site look more like somebody’s cluttered desktop. Plus, if every single navigation link on your page is an icon, users can get easily confused about what to click or tap to navigate your site.

Just like candy, small doses of icons are best, so that your design looks sleek and doesn’t suffer from icon overload. But how many icons is too many? It really depends on how you organize them on the page. See below!

Think carefully about where you place and arrange your icons.

Considering your layout, how and where would your icons be best placed? For some layouts, a small table of icons might work best if you only have a tiny bit of space on your sidebar, in your header, or in your footer in which to display them–see an example below:

But if you have a small strip of space across the top or along the side of your content, you can place icons there, as seen below:


Horizontally-aligned icons can look cool as part of a navigation bar…

…and vertically-aligned icons can look neat on a sidebar.

Give at least 10px of space between your icons.


Visual spacing around your icons is hugely important. Whether you choose to arrange them in a table, like the example above, or whether you choose a vertical or horizontal strip, leave a bit of space around them. This will prevent them looking all crowded together and unreadable. The icons in my example above are spaced 10px apart, giving each one enough space to be clicked on and understood as separate entities.

Be ready to reduce the number of icons.

Take a hard look at all your icons–if they’re collectively taking up at least 200px of vertical/horizontal space, you might have too many. One way I get around this design issue is to design my icons’ display, leave it alone on my hard drive for a few days, and then come back to it with fresh eyes. With time away from it, I can better tell if there are too many even to my eyes. In that case, I pick out the most important ones (the ones I really want my visitors to click on) and put the rest on another page, well-spaced. Try this–your users’ eyes will thank you!

Make use of alt and title text.

For some layouts, you may not want the added clutter of text displaying every time you hover over an icon. For that, you can use alt text in the <img> tag and title text in the <a> tag to stand in for the text hover labels I showed how to do earlier. See how the alt and title text works in the icon table, below:

(Optional) Make a text “hover label” for each icon.

Whether you choose to do a mouse cursor hover effect for desktop users, or a “tap-to-reveal-text” effect for mobile users, it’s important to make it clear exactly what the icon represents before your visitor clicks on it.

There are plenty of dynamic script-heavy ways to do this (like using Foundation), but if you want to label your icons the old-fashioned way, here’s my hack:

1. Put link text below each icon; make the a:link and a:visited text color the same as the background color, and make the a:hover text color a strongly-contrasted color, like the examples below:


For this, I put each icon into its own table cell, and then put a line break between image and text within the link, like so:

<td valign=”top”><a href=”http://www.facebook.com/”><img src=”facebook.png” border=”0″>

<br>facebook</a></td>


For this example, I gave each icon its own table cell and row, and just put a few non-breaking spaces between linked image and linked text, like this:

<tr><td valign=”top”><a href=”http://www.facebook.com/”>

<img src=”facebook.png” border=”0″>&nbsp;&nbsp;facebook</a></td></tr>

Remember that you can have multiple lines of text displaying underneath or to the side of your icons in this format (just using HTML line breaks), as shown below:

The size of your icons is your choice–but think it through!

Icon size is a personal choice, but it also depends on the grandness of the layout you’re designing. If you have a very simple layout, small icons might look sufficiently different enough for users to notice them; if you have a very detailed, graphics-intensive layout, you’ll likely want bigger icons so that they stand out more.

(Also, for responsive layouts meant for mobile designs, big icons are easier for fingers to tap. This message brought to you by a girl with big fingertips. :D)

Summary

Adding icons as part of your site’s navigation is up to you–just remember that a few pieces of icon “candy” go very far on a web design!

Piano Playing: Easy to Start, Hard to Master

pianoplaying
Pianos can express such a wonderful range of emotions. Even before I started taking piano lessons at the age of 10, I had already heard for myself how a master pianist can make the simplest melody or chord progression absolutely gorgeous, just with the way he or she strikes the key–and I bemoaned my own inability to match this effortless grace in my early days of training. A pianist can glide across notes of joy, bang out a song of anger, sound soft sorrowful tones, strike quick, fearful notes, and even create the warm resonation of love–but it takes the knowledge of how intensely to strike the keys so that they give the right effect.

This makes the piano one of the most difficult instruments to master, in my opinion–and this comes from somebody who can’t wrap her head around the guitar or violin!  It takes a real “feel” of the music to make the piano express an emotion.

Bad Playing vs. Good Playing: It’s All a Matter of Feeling


The above video is an auditory example of “bad playing” (mechanical, passionless, choppy somehow too strict on timing) as contrasted with “good playing” (flowing, passionate, human, slightly improvised timing). While it is important to stay in tempo, especially when playing in concert with others, there’s a decided lack of feeling when you try to adhere so close to the tempo that you become almost robotic.


This video, one of my favorite video game music arrangements for piano, shows how passionate playing can still be in tempo but express emotion. Slight rubatos here and there, harder strikes on the keys sharply contrasted with softer, gliding strokes, and the ability to let the melody ring out above the chords is what grabs me about this video–but what do you think?

If You’re Just Starting Piano: Some Tips

  • Don’t be disheartened when you begin learning piano–you’re not going to sound like a master overnight.
  • Listen to many different experienced pianists play, determine what you like and don’t like about their playing style, and then develop your own taste from that. Just like all other forms of music, everyone’s got their own style!
  • Find sheet music for songs you absolutely love–that will make the “feeling music” part much, much easier to learn!
  • Practice your pieces so that you know the rhythms and pitches inside out…then, allow yourself to slow down and speed up the tempo, just a bit.
  • Listen to the melody of a song as it’s played. Which notes are louder? Which notes are barely there? Would you play it the same way, or would you stress different notes?

Summary

Piano can seem easy to learn at first and then startlingly difficult–but it can be mastered! Just be willing to feel the music rather than just play it, and you’re halfway there!

Jung and Myths, FlyGuy, Silly Warning Sign, and Beginner’s Guide to Flash

jungandmyths
Applying Jung’s Philosophy to Myths
When we look at all sorts of mythology through the lens of Carl Jung’s philosophy, what do we find? Click to start learning!

FlyGuy
A great exploratory timewaster/game. Use your arrow keys to fly around, interact with as much stuff as you can, and then fly up to the top to see the cool ending. 🙂

This Sign Has Sharp Edges
WARNING!! This sign has sharp edges!!! Oh, and by the way, the bridge is out up ahead–thought you might like to know.

Beginner’s Guide to Flash (video)
A simple Flash video tutorial on how to make a Flash video. Might be a little dated, but very informative nonetheless!

Building with Wildcards

buildingwithwildcards
As a longtime HeroClix player, I’ve already found a few favorite team abilities (see my post about Mystics here), but I also enjoy passing around such abilities to characters who wouldn’t necessarily have it. Thus, the Wildcard team abilities–any one of the six symbols below means that the piece can share many different team abilities.

Why Wildcards Are Awesome

Wildcards sharing abilities can become game-changing very quickly. For instance, 77-point Spider-Girl can borrow the Mystics team ability from Jason Blood and start damaging her attackers every time they hurt her, too. Borrowing an Avenger’s free move ability increases team mobility if you’ve got a lot of Wildcards to move around, and passing around better attack values courtesy of Bat-Enemy team can make even your second-string Wildcards good for something!

In essence, Wildcards can help round out your team–if you have a lot of ranged S.H.I.E.L.D. pieces, for instance, and you need a little close-combat to help them out, you can easily include a wildcard close-combat piece like Timber Wolf or Iron Fist to give you another person to help you kick up range or damage without being as squishy as your range pieces.

Some Caveats to Remember

  • When selecting team abilities, choose one aggressive or movement TA and one defensive–such as Bat-Enemy and Danger Girl, Avengers and Mystics, or Ultimates and Bat-Ally. That way, you can wildcard to the aggressive TA during your turn, and then wildcard to the defensive one when it’s your opponent’s turn.
  • Choose your team-ability-bearing pieces wisely–make sure they can defend themselves if your opponent tries to attack them first. POGs with TAs are notoriously fragile and shouldn’t be relied on as the sole source of a TA.

Some Aggressive Team Abilities

  • Ultimates, Superman-Ally, Avengers Initiative
  • Ultimate X-Men, 2000 AD
  • Batman-Enemy, Sinister Syndicate
  • S.H.I.E.L.D.
  • HYDRA, Police, Morlocks
  • Masters of Evil
  • Injustice League

Some Defensive Team Abilities

  • Mystics, Arachnos, CrossGen
  • Batman-Ally, Kabuki
  • Defenders, Justice Society of America, Alternate Team Ability Fantastic Four
  • Teen Titans, X-Men
  • Hypertime, Kingdom Come

Some Movement Team Abilities

  • Green Lantern Corps
  • Avengers, Justice League of America, Brotherhood of Mutants, Top Cow
  • Serpent Society

Team Abilities That Aren’t Worth It For Wildcards:

  • Crime Syndicate (easier just to use a Wildcard with Prob naturally on the dial)
  • Superman-Enemy (hard to set up, easy to destroy)
  • Crusades (very situational and doesn’t come up often enough.)
  • Guardians of the Globe (again, very situational.)
  • Suicide Squad (ideally, your Wildcards shouldn’t be dying…easier to use X-Team or Teen Titans for healing)
  • Regular Fantastic Four (doesn’t work when a wildcard dies)

Watch Out for Uncopyable Team Abilities!

TAs like Power Cosmic, Quintessence, and Outsiders can’t be copied by Wildcards–check the Player’s Guide list of Team Abilities before you build a wildcard team, just to make sure your selected team is actually legal!

Try Out Your Own Combos!

The Wildcard team building strategy is all about customization–trying all sorts of Wildcard characters and combos of TAs until you find what you like. Start off by adding a few different Wildcards to your favorite team, and see what happens!

God Blesses Us In His Time

godblessesinhistime
Joshua 19:24-31
“The fifth lot came out for the tribe of Asher, clan by clan. 25 Their territory included: Helkath, Hali, Beten, Acshaph, 26 Allammelech, Amad and Mishal. On the west the boundary touched Carmel and Shihor Libnath. 27 It then turned east toward Beth Dagon, touched Zebulun and the Valley of Iphtah El, and went north to Beth Emek and Neiel, passing Cabul on the left. 28 It went to Abdon, Rehob, Hammon and Kanah, as far as Greater Sidon. 29 The boundary then turned back toward Ramah and went to the fortified city of Tyre, turned toward Hosah and came out at the sea in the region of Aczib, 30 Ummah, Aphek and Rehob. There were twenty-two towns and their villages. 31 These towns and their villages were the inheritance of the tribe of Asher, clan by clan.”

This section of Joshua is one of many “land allotment statements,” dividing up the Promised Land (ancient Canaan, which covers present-day Israel, Jordan, Palestine, etc.) between the 12 tribes of Israel. After Joshua’s last precise military victory in the Promised Land, he sets about this business as quickly as possible, since Asher and the other eight and a half tribes are still waiting on their allotment west of the Jordan River. (The tribes of Reuben, Gad, and half of Manasseh had already received their allotment east of the Jordan when Moses was still alive.)

I can imagine that the members of the waiting tribes might have felt a bit indignant and even left out as they watched the tribes of Reuben, Gad, and half of Manasseh settle their land. “Why have they gotten their allotment already?” they might have asked. “Haven’t we been faithful, too? Haven’t we fought enough for Joshua, and he’s just NOW getting around to giving us our land?” There had already been tensions enough on the trip to the Promised Land, and indeed Joshua might have had to fend off still more nasty rumors and accusations as he conquered the Promised Land piece by piece.

The point here is that now they are getting the reward promised them so long ago. As the Lord had promised, so had He done–He had rescued them from enslavement in Egypt, helped Moses lead them on, and had helped Joshua claim the land. Now the Israelites would have a land to call their own instead of having to be a nomadic people.

We, too, might get a bit impatient with God when we don’t receive the blessings we think we’ve earned. Maybe we’re having to wait too long for a new job to come around; maybe we’re waiting on that special someone to show up in our lives, and keep getting our hopes dashed. Maybe we’re experiencing setbacks or facing a layoff at work; we might even be facing serious illness or family crisis. In times when we think God has forgotten to bless us, we have to remember that we are being cared for, and God will bless us when the time is right. This part of the Book of Joshua is about patience being rewarded at long last; we have to maintain that patience longer than we like sometimes, but God will come through for us, too.

Zumba: Yes, It IS A Workout

zumbaworkout
After months of trying to get healthy on my own, I had just about had it with workout plans that read “Do 10 reps of this, 20 reps of this, walk 10 laps on this,” etc. I was bored, bored, BORED of typical workouts and typical workout routines.

So, when a friend of mine from the local Choral Society spoke well of the Zumba class she took on Thursday nights, I was intrigued, but also very wary. Wasn’t Zumba that thing from the infomercial, with all the Latin dance moves and such?


I researched as much as I could online, watching videos like the one above, getting more interested…but I still thought it surely couldn’t work as well as it purported to. I had done enough dance and musical theater in my childhood and teen years to know that dance could engage the entire body, but I still worried–if it was too easy, it wouldn’t do much for me, and if it was too hard, I risked re-injuring a lot of my lower body.

Finally, I put doubts to the side and came to watch a Thursday evening class…and by the middle of the class, I wanted to join in. It seemed like a LOT of fun, and the music was very bouncy and great to listen to. Quickly, I made plans to try the class out, and the next available Thursday evening (June 16th, 2011), I actually did try it.

Takeaways from My First Zumba Class

  • If you mess up, you are probably not the only one messing up–even the instructor missteps occasionally! Laugh and keep going.
  • The high-energy music wordlessly encourages you to keep going.
  • Zumba is definitely not too easy. The moves are challenging, the tempo is fairly quick, and you will definitely find muscles you forgot you had. LOL!
  • If you haven’t exercised in a long time and still try to do everything just like the instructor does, you are going to hurt yourself. 😛
  • You can always modify the moves to suit your level of fitness.
  • It’s not a competition–do what you can and try to get a little better every time.

My Results During and After Class

After the first 20 minutes of class, I was already sweating like a hog in that air-conditioned room, and by the end of the hour-long workout, I felt accomplished, if not exhilarated. (I still don’t think my body releases endorphins when I exercise…I think it releases the opposite, ’cause I usually feel like gum scraped off somebody’s shoe after I work out.)

Now, I did have to take a couple of short rests in addition to the rests between songs, because my heart rate felt like it was starting to speed out of control. However, once I started modifying the moves and not trying to do absolutely everything the instructor was doing, I felt my heart rate kick into a higher (but much more controllable) level. For sure, I didn’t feel like I was going to keel over again.

I have never felt my heart get into that comfortable-higher gear before–usually it goes straight from “Resting” level to “LOL I’M COMING THROUGH YOUR RIBS”, with painful gasping for air included. Instead, the new heart rate was definitely faster than normal, but not scary-fast. My exertional asthma, which had triggered twice within the first 20 minutes, had all but vanished by the end of the hour as well. This was AMAZING! Not to mention that modifying the moves to exclude jumping, leg twists, and deep knee bends protected my knees from further damage and left me less sore the next day.

Summary

The best thing about Zumba is that you aren’t required to do every single move perfectly. It’s a “work-at-your-own-pace” type of exercise, with camaraderie and laughter included–which means it’s approachable for beginners and yet it can be high-intensity for people who are already fit. Doing Zumba doesn’t mean you’ll drop 100 pounds in a week or get ripped abs in 2 months, but you will see greater stamina, flexibility, and some toning. For certain, I’ve already seen benefits to my heart health and overall fitness capability!

Making Ads Less…”Ad”-y

adslessady
I’ve toyed with the idea of putting lots of ads or sponsored posts on my sites for years, but I’ve rarely if ever gone through with it. On the one hand, I’d love to make a little money off these labors of love, but on the other hand, I’d rather not clutter up my sites with ugly or annoying ads that will drive away the visitors I do get.

This is a common concern for many webdesigners: how do we make ads/sponsored posts less…well, “ad”-y? How do you incorporate them seamlessly into your design, so that people notice them but don’t get distracted by them? How do you make them fit with your site, rather than having to fit your site around them?

As I have puzzled over this for my own personal benefit, a few salient points came to mind (ones which I may or may not put into action over the next few months). If you’re considering using ads or sponsored posts as part of your website, here are some things to think about:

Choose ads that are relevant to your site.

Nothing is more distracting than going to a favorite website and seeing a huge animated ad for random pills or e-books blaring at you from the sidebar or top of the page. When possible, choose ads that go with your site content, because it will be more interesting to your users. For instance, an ad about the latest video game controller wouldn’t suit a medical site, but it would work beautifully on a gaming site!

Try to tame visual ads’ “gaudiness factor.”

Lots of flashing colors, bad font choices, and low-quality pictures tend to plague visual ads, and to some degree a designer/developer can’t change those design choices (much as we would like to!). But you can still place flashy ads on an attractively-designed sidebar, so they’re visible and eye-catching, but they don’t actually interfere with regular content.

(Important: Avoid ads that block content, either as a pop-up window or one of those God-awful slide-in ads that gray out the rest of the screen. I can’t stand those things, and I’m sure I’m not the only user who does. Ads that don’t make the user look at them are best.)

Endorse products you’ve personally tried.

This is a pet peeve of mine: Don’t just randomly endorse a product in a blog post because the people behind the product are going to pay you mega bucks. If I’m a regular user of your website and see that kind of post, I want to know why you like that product, not just “Hey, buy this product, it’s cool–here’s a link, bye.”

It may be harder to choose to write about a product that may not pay you as much, but the company will likely be happier with your ad for them, especially if your passion for the product encourages more business.

Add anecdotes from your testing of the product you’re advertising.

Going off the last point: tell a story about your use of whatever product you’re writing about. If I’m a regular visitor, I probably already appreciate your honest opinion on things, and I enjoy your writing style–why not show off your ability to share your opinion by telling about your first experience (or seventieth experience) of the product? I’m sure I could write some pretty and informative prose about my favorite shampoos and favorite jeans than I could ever write about a mascara brand I’ve never tried, for instance.

Summary

Make ads and sponsored posts a true extension of your site, and make them meaningful and useful to your users. Junky, purely annoying ad content should be a definite thing of the past!

Perfect Pitch

perfectpitch
For a good portion of the world’s population, perfect pitch is a strange novelty, or an unheard-of phenomenon. For me, it’s part of my everyday life, and has been possibly since birth.

What Is “Perfect Pitch?”

Perfect pitch is the generally-used term for the ability to recognize (and often reproduce) correct musical pitches without an external reference. (Actually, in musical terms, “perfect” pitch references the ability to recognize pitches; absolute pitch covers both recognizing and reproducing pitches.) People with perfect and/or absolute pitch don’t necessarily hear BETTER–we just hear DIFFERENTLY.

Who Has Perfect Pitch?

It’s estimated that possibly 1 in 10,000 people have perfect pitch, most never discovering it due to lack of musical training. (Far more people can recognize played pitches as opposed to producing the pitches themselves, however.) But this isn’t just a musical phenomenon–it’s actually something that many people all over the world possess. While perfect pitch-wielders are scattered worldwide, it’s decidedly more common in Southeastern Asian countries, where a word or phrase said in two different pitches can mean two very different things (so you have to recognize the audible difference between those two pitched words).

Is It Genetic?

This apparent region-specific concentration of perfect pitch has led me to wonder if the perfect pitch gene (if such a gene exists) is a dominant gene; for instance, my father has it and my mother doesn’t, for instance. (Mom does, however, seem to have relative pitch, so there may be just a gene combination there that resulted in me having perfect pitch.) There are still currently ongoing studies to figure out the actual spread of perfect pitch, however, so we may learn in time just how widespread it is and whether it’s genetic or not.

My Theory

Since sounds are processed first by the inner ear’s organ of Corti, and then analyzed by the brain’s temporal lobe, it has long been my theory that perfect pitch requires a finely-tuned organ of Corti and a set of temporal lobes that is ready to receive such higher-definition signals. (This article seems to back me up, saying that the temporal lobes or planum temporale are generally enlarged in perfect pitch holders.)

My Personal Experience of Perfect Pitch

Almost like having a better cable box, my ears hear pitches, and my brain automatically identifies them–in fact, if I start focusing heavily on identifying a pitch, I can get anxious about it and psych myself out of the correct pitch. Perfect pitch is an instinct that shouldn’t be second-guessed–when I don’t second-guess it and get all obsessive about it, it’s always right.

For instance, I can be at a Wendy’s and hear the fries alarm going off, and I’ll say “I wish they’d turn that E-major chord down a bit–it’s a bit piercing.” Or sometimes I’ll be outside and hear a truck motor rumbling down the road, and I’ll think “Wow, it’s making an exact low C-sharp.” (One hilarious experience: standing outside hearing a plane roar by, a truck rumbling along, and an air-conditioner humming atop a building. The three together made a low, growly B-flat minor chord :P)

When I First Knew I Had It

As I related last week in my synesthesia post, my experience hearing the piece “Musicbox Dancer” by Frank Mills was perhaps the first inkling anybody had that I might have perfect pitch. But it wasn’t until seventh grade that I really began to hone in on the gift and really try to see if I still had it.

Dad would often have the radio on in the car, and he’d play “Name That Note” with me, identifying the keys of the various songs we listened to. As I grew up, I started to hear that certain radio stations’ versions of songs differed slightly from the CD versions I had at home. For instance, when I was nearly twelve, I noticed that the Spice Girls’ “Wannabe” sounded “lower” on the CD player at home than it did on the radio. Dad listened to both versions, and confirmed that while my favorite radio station played the song in C major, it was actually recorded in B major–no fault in the CD player could have accounted for it, since we tested it in at least 3 different players. My perfect pitch had picked up on an industry “secret”–radio stations often play songs at 17 turns a second on the player instead of 16 turns a second on normal players. This speeds up the song just enough to help them fit in more songs per hour, but it does generate a half-step-up difference in key.

By seventh grade, as I neared my thirteenth birthday, I began to memorize certain parts of the choral music I sang during school hours, and compared them to notes on the piano. We had a piece we were doing that I knew was in F minor by the key signature; thus, I could mentally compare the notes with the chord of F minor on the piano, and so on. Memorization is not what perfect pitch is all about, but it does help define a musical ear to get to “know” where pitches are in relation to each other. At the end of seventh grade, I knew I had it, and I began to use it to help my fellow altos and me stay on our part.

Everyday Usage

Perfect pitch, for me, is something I try to use every day if possible. I listen for the keys of music playing on the radio (keeping in mind that it will usually be a half-step lower if I want to buy it on iTunes later); I hear the rumbling symphony of truck motors and car horns on the highway, isolating each note as I drive along. Sometimes, I’ll even listen to people who “sing-speak” (their speaking voices actually have some pitches associated with them), and at the risk of being horribly inattentive and rude, I’ll determine what pitches they’re using when they speak.

I definitely do use my perfect pitch musically as well as in everyday life, though. Sometimes, I use it to help me find harmonies to popular music; I’ll sing a soprano descant part along with Lady GaGa, or challenge myself to pick out a seamless alto part to Katy Perry’s soprano. In choirs, I’ll hum our starting note while the introductory music plays loud enough to disguise the sound, and in solo performances, I’ll sing a cappella parts with no trouble, knowing that I can trust my perfect pitch to tell me when I’m going out of key.

For me, perfect pitch is like a hidden facet of life that I am blessed enough to be privy to, and I know only God is responsible for this. I enjoy it, and try to take care of my hearing so that I can keep using it for a long time. And in the meantime, it’s fun to pull out as a party trick (or ten)…

Toddler Code of Conduct, StarDust, True Facts, and Idea Swap

toddlercodeconduct
The Toddler Code of Conduct
The rules our little ones apparently live by! (language alert, but very, VERY FUNNY)

StarDust
A restful, pretty artistic game, with swaths of multicolored starry light whirling through little rings that you can toss about the screen with a click and drag of your mouse.

True Facts
Did you know that bats always turn left when they exit a cave? Find out more funny facts like this by clicking the link above!

The Idea Swap
Had an idea that didn’t go anywhere? Type it into the digital Post-It note to trade it for an idea that someone else had–you might be able to do more with it than they ever could!

The Slow, Agonizing Death of AE Missions

deathofaemissions
Author’s Note: Though this post references the currently slumbering MMO City of Heroes, it’s an important historical post because it reminds us players of what we need to be careful of if/when the game returns. I’d like to see true Architect Entertainment missions enjoy a renaissance along with the game itself!

Architect Entertainment missions (also known as AE missions) enjoyed a great popularity when issue 14 of City of Heroes/Villains was released back in 2009. For the first time, City of Heroes players could write their own missions and have other players play them, instead of doing runs of the same in-game content over and over again. The week i14 released, you couldn’t even walk your character by the Architect Entertainment buildings without lagging, because there were so many heroes crammed inside waiting to take part in the new facet of gameplay.

But in 2011, just two scant years after the AE system was introduced, the AE building stood mostly deserted. If you came in to play a player-created arc, you likely had the run of the whole place to yourself. New players didn’t even know what the building was for, because nobody much played there anymore.

As a CoH player who dabbled in creating her own arcs (and as a player with an arc-crazy boyfriend), I’ve wondered why this creative outlet lost its charm, when it had been such a hopping, popular place to be for months on end after its addition. But, with a little digging, I believe I discovered at least some of the reasons why the AE mission system’s novelty wore off:

“XP Farm” missions were outlawed.

When the AE building was first unveiled, crafty and clever gamers were quick to jump on the bandwagon of making missions–but these players were making missions that focused solely on gaining XP, throwing storylines and character creation completely out the window. Some missions were created around enemies that wouldn’t fight back, so they were easy kills; others were made of thousands of copies of the same purple Elite Boss enemy, so the XP was maximized and the sheer challenge level was lifted. These and other types of missions like these were called “farms,” because you could easily gain XP from them.

Needless to say, the game developers were not happy with this–suddenly, people were leveling their characters so fast that it wasn’t even about enjoying the gameplay anymore, but about having the most level 50 characters! Thus, the devs began to put in place several “safeguards” against farm creation in the Architect Mission editor (for instance, you couldn’t pick enemy groups that don’t fight back), which lowered the power levels of these “farm” missions severely. (Not to say that all farm missions were gone–they just became less XP-crazy than before.)

More interesting in-game content was added.

The AE building predated several of the most important game updates: the Going Rogue expansion, Alignment Missions, and the Incarnate system. All 3 of these innovations drew attention away from the AE system.

Going Rogue

The Going Rogue expansion box allowed for two totally new character alignments (Vigilante and Rogue), as well as the ability to cross Heroes over to City of Villains, and vice versa. Not only that, but there was a whole new area of the game to explore, a group of three islands known collectively as Praetoria (a level 1 to 20 city).

Alignment Missions

Players suddenly got the chance to change their status from “Hero” to “Villain” (or vice versa) with what were called “Tip” missions, or spur-of-the-moment missions you could run in any zone you happened to be in. “Tip” missions aided a player’s ability to either reinforce their character’s current alignment or to start the process of changing alignment.

For instance, I had a Villain character that I wanted to change over to Hero, so I ran 10 Heroic Tip missions, then a Morality Mission that allowed me to change my alignment to Rogue. From there, I was able to run 10 more Heroic Tip missions and another Morality Mission that allowed me to finally change over to Hero. The Tip missions were fairly easy to complete and didn’t require returning to a contact, so they were much faster and easier processes, while still being good ways to gain XP, especially with a team.

The Incarnate System

Lastly, with the game update called issue 20, the game developers released the Incarnate in-game content, made specifically for level 50 characters. Pre-issue 20, City of Heroes mirrored real life in a way–your character got to level 50 (was done leveling up), and they didn’t really get to do anything more of importance except make you double money every time you defeat a bad guy. It was like a middle-aged person having worked 30 strong years only to retire, sit at home, and do nothing.

With the addition of Incarnate content, there was suddenly something to strive for on your level 50 toons. Not only were there new challenges to unlock (like the super-challenging Incarnate Trials), but a whole new system of upgrading your character’s performance, called the Incarnate slot, was unveiled. Now you could potentially choose to upgrade all your characters’ powers at once with one Enhancement, to boost Damage, Accuracy, Endurance Cost, or Recharge Time. In short, there was a reason to play your level 50 characters again, those characters that you worked so hard on. Thus, less attention was paid to AE missions.

There was very little special reward for playing AE missions, outside of getting AE Tickets and a few badges.

AE Tickets could purchase in-game Invention Salvage, Enhancement Recipes, Inspirations…and very little else. It wasn’t exactly the most enticing prize ever. Not to mention that the CoH developers began to dislike the system itself because of all the farm missions, which meant they withdrew much of their official support. While the AE system was still an occasional showcase for creative talent, it wasn’t attractive to most players, who were not willing to put that much effort into creating their own game content.

The “rating” and “searching” system for player-created missions was idiotic at best.
Picture this: when you finished playing an AE mission, you had the option to rate it and type in a comment, which was then sent as a private message to the author of the mission. But since most people don’t like giving 5-star (top) ratings to just any mission, they often just gave a mission 4 stars.

Doesn’t sound too bad, right? But in fact, when you rated a player-created mission 4 stars, you doomed that player to never having their mission played again. Basically, if a mission didn’t show up on the first 3 pages of the Architect Editor’s simplistic search function, nobody saw it, and so nobody would play it unless you talked it up on the CoH forums or to other players directly. There is a reason players referred to this phenomenon as “Four-Star Hell”–when your mission dropped to a 4-star rating, you could just about trust that your hard work wasn’t going to be seen by other players. (Trust me. I made a mission that got rated 4 stars, and it got maybe 5 plays over a 16 month period–and it only got that because my boyfriend suggested it to a team I was playing on.)

There was really no way to type in a “type” of mission and search for it–you either had to know the mission arc’s ID number/title, or you needed to know the author name. Again, nobody was willing to put in that kind of effort for a game, so the same old missions on pages 1-3 of the AE Machine got played over and over again.

What Could Be Done Differently This Time Around?

  1. Giving some kind of more tangible reward, such as a special costume choice, extra influence, a cool power, etc., for mission creators; maybe even extending that to players who do certain numbers of AE missions.
  2. Making it possible to search missions by keyword, custom character names, enemy groups used, etc–in essence, making the search engine more diversified.
  3. Supporting mission creators by picking a mission with very few plays and hyping it every week or every month–just knowing that someone else actually cares about player-created missions is a huge boost for shy creators like me who don’t like to holler and shout about their creations.

These are just my ideas–what do y’all think?