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	<title>earthx.org blog &#187; City of Heroes</title>
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		<title>City of Heroes Beta: Hello</title>
		<link>http://www.earthx.org/blog/archives/177</link>
		<comments>http://www.earthx.org/blog/archives/177#comments</comments>
		<pubDate>Wed, 21 Apr 2004 15:00:00 +0000</pubDate>
		<dc:creator>Jason Craft</dc:creator>
				<category><![CDATA[City of Heroes]]></category>

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			<content:encoded><![CDATA[<p>So I signed up for the City of Heroes Beta (with all of about 48 hours left to go in it) and ran through the tutorial missions this morning.</p>
<p>Avatar creation, as I&#8217;d heard, is the killer part.  I had a lot of fun with this and have already thought of a few new avatars.  The creation process, though, really illuminated the expectations I now bring to superheroes after years of reading Grant Morrison and Peter Milligan and Alan Moore.  I really, emotionally <em>missed</em> &#8220;meta-awareness of fictionality and form&#8221; powers, either coupled to comics (why can&#8217;t my weapon be a big rubber eraser?) or games (where are my &#8220;lag death&#8221; and &#8220;afk stasis&#8221; attacks?).  Superheroes are about shooting energy bolts out of your hands, yes, but they&#8217;ve also been about riffing on their own genre conventions for years (since the late &#8217;50&#8242;s, I argue in the diss).  In the light of that, the character options felt depressingly straightforward.  I made my customizations as offbeat as possible, but worried that this game would feel like the Golden Age, and not in a good way.</p>
<p>I needn&#8217;t have worried&#8230; as soon as I got in-game, I saw &#8220;Metrosexual Guy&#8221; and a pastiche of Duke Nukem and a wide range of characters far wierder and more tongue-in-cheek than mine.  And it cemented this in my mind: persistent world gaming is always about meta-awareness.  The essence of gameplay is understanding, working within, and manipulating rule systems, and, in a superhero persistent world, the awareness of one set of rules (game dynamics) can be supplemented by an awareness of a second (genre conventions).</p>
<p>There&#8217;s a nice affinity between the meta-generic play of superhero comics and the ever-present oscillation between gameplay, fiction, and real-life human presence within persistent world games&#8230; both forms are completely imbued with a self-awareness of their own artificiality yet exist because of a social contract to engage gameplay and/or fiction within the system.</p>
<p>My new avatars are: Picture, C.H.O.D.O.K. and Hulk Sad.</p>
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