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Things Hero Factory did right


Aanchir

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A lot of people are bothered by the differences between Hero Factory and BIONICLE, but today I was thinking about some of the story-related decisions made by the Hero Factory creators that really did do favors for the theme and its fans.

  • Unlimited Heroes: There was something poetic about BIONICLE's "Six Heroes, One Destiny" tagline in 2001, but when you think about it, it was a creative limitation on fans that later BIONICLE story arcs did well to do away with. Back in 2001, there were a lot of constraints on BIONICLE: there were only six Toa, only six Turaga, only six villages, and only six Matoran tribes. These constraints were a limitation for fan-created stories. To create characters like Voriki, Toa of Lightning, you had to actively contradict the official story at every turn, particularly if you wanted your character to interact with the official characters overtly.
     
    Hero Factory instead encouraged fans to create their own missions and their own heroes by demonstrating that officially, there were millions of heroes far more than you'd ever get to meet in the official storyline. The online mission log, mission ticker, and testimonials even provided examples of these heroes and the variety of missions they were assigned to. This allowed fans to create their own heroes with whatever powers and personalities they could dream up.
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  • Many Destinies: The "One Destiny" part of the classic BIONICLE tagline can be used as a metaphor for another problem the BIONICLE storyline had. Namely, its characters' quests were part of a singular overarching saga with very few gaps. There were few mechanisms for characters to get new tools, armor, or masks except with a scripted transformation. This limited what fans could do with the official characters in their own storytelling, building, and role-play. There was no way to create new forms for official characters unless they set their stories before or after the official story, because you couldn't cram a new form between two quests. And form changes were often tied closely to the idea of "destiny" most of the time, a character could only transform if they were destined to do so, and it was not a reversible process. The "Adaptive Armor" of 2008 made the characters more adaptible, but the story didn't take great advantage of it.
     
    In Hero Factory, "upgrade" mechanisms were in place from the beginning: first by refitting heroes with new gear, like in the Furno Bike or Bulk & Vapour sets, and later with more elaborate upgrades that completely altered the heroes' armor and equipment. Furthermore, missions didn't have strict placement on a linear timeline, allowing the characters to go on new missions of any importance at any point between the ones portrayed in the main story. They could even team up with people's original hero characters or face off against people's original villain characters on those missions: since each mission was more or less self-enclosed, there was very little danger that such missions would end up contradicting future missions in any way.
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  • Powers Tied to Design: I remember that back when the Toa Inika, Toa Mahri, Phantoka, and Mistika were introduced, changes to their design were often explained by fans with the idea that they weren't designed with specific characters in mind: they were created as generic characters, and identities, colors, and powers were assigned to them later. It's not clear how true this was, but it could certainly hold true with many character designs and mask powers. The Piraka's powers and personalities had no irrefutable ties to the individual set designs, nor was there an obvious connection between many most post-2003 mask designs and their powers.
     
    Later BIONICLE waves began to improve on this: the Barraki's powers and personalities were expressly tied to the sea creature motifs they were based on, and the powers of the Makuta in 2008 were largely connected with their bat and insect motifs. The Glatorian designs also had clear elemental motifs matching the characters' tribes, though they weren't tied to powers right away since none of the characters had special powers before Mata Nui arrived.
     
    Hero Factory likewise assigned most powers and personalities based on the character and weapon designs. But the 2.0 and 3.0 heroes, despite powers that matched their new forms, did not have obvious design ties to the heroes' previous forms and characterization, other than pretty strong consistency in their color schemes. The Breakout series changed that for good. The characters returned to using their original masks or new masks designed to resemble them, and many parts of their design paid tribute to the characters' original powers, personalities, and motifs. Stringer, the sonic-themed hero, got a guitar cannon and speakers in his shoulders, while Evo, the weapons expert, got a hefty Tank Arm. Subsequent forms, equipment, and powers for the heroes remained extremely character-driven.
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  • Powers Not Tied to Gender: BIONICLE definitely deserves praise for the decision to have female characters, which came as a result of pressure from franchise manager Lena Dixen. At the same time, the way it dealt with gender was somewhat lackluster. Gender was tied to the tribe or powers of a character: at first, only blue water-oriented characters were female, though later characters who didn't appear in the sets introduced new "female" elements like Lightning and Psionics. Like the constraints I mentioned at the beginning, this was very limiting. Even worse, this rule was more only ever broken to allow a male character to have a traditionally female element, never the other way around. The only female Glatorian or Agori to appear was a water-themed character.
     
    Hero Factory thankfully didn't come up with any rules for what characters had to be like to have certain powers, not even with regard to color scheme. This meant that your custom hero could be male or female regardless of its color scheme or powers. The official story still has downright pitiful gender ratios, but fan-created characters have absolute freedom in terms of gender, powers, colors, and motifs.
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Obviously I'm not trying to hold this up as evidence that Hero Factory was better than BIONICLE as a whole. I could be here all day writing up a list of ways that the BIONICLE story was well planned and well executed, or ways that the Hero Factory story has been poorly executed. But at the same time, I appreciate these kinds of differences between the two themes especially, because they are indications that a theme's design is informed by its forerunners' strengths and weaknesses alike. It's a sort of creative evolution, even when a theme is taking lessons from wildly different themes (like how BIONICLE took lessons from themes like Alpha Team and Star Wars rather than just from Roboriders and Slizer, or how Ninjago took lessons from themes like Exo-Force and BIONICLE rather than just from the previous Ninja theme).

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My list of what Hero Factory did right: Natalie Breeze.

 

What Hero Factory did wrong: Not enough Natalie Breeze.

 

(I pay zero attention to the story, but I love her design and I still get her sets here and there)

 

I did hate the restraints BIONICLE put on female characters. Not only that, but all female toa and matoran were blue... just... why?

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My only disagreement is with the "one destiny" thing. I know it wouldn't really work for HF, but it the linear flow of the Bionicle story is something I very much enjoyed, and I don't think I would have stuck around until the end without it.

 

In addition, once the story opened up, I think there was plenty of room for fans to make their own story lines and characters. The gender issue was still a limitation, but most people, like me, just ignored it or made up new elements.

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My list of what Hero Factory did right: Natalie Breeze.

 

What Hero Factory did wrong: Not enough Natalie Breeze.

Agreed! Breez is one of my favorite heroes in terms of both sets and story. I'm sad that her solo mission didn't make it into the Breakout TV special (though it was understandable that some had to be cut — nine heroes would have been a lot to keep track of, and I suppose the Hive Planet and Mechna are less interesting than many of the other settings).

 

More female heroes like her would definitely have been great, from both a story perspective and a set perspective. I find myself using Breez's masks so often for female MOCs, especially the silver Brain Attack one, and it would have been great to have more variety in masks for feminine-looking MOCs.

 

I would have much preferred if all Toa elements continued to have one distinctive defining color instead of increasingly particular combinations of colors, both for the reason you mentioned and because the color schemes of secondary elements sometimes feel very random. Why couldn't one of those tribes have had pink or purple as a single trademark color? It's not like there were tribes in the sets competing for the use of those colors.

 

My only disagreement is with the "one destiny" thing. I know it wouldn't really work for HF, but it the linear flow of the Bionicle story is something I very much enjoyed, and I don't think I would have stuck around until the end without it. In addition, once the story opened up, I think there was plenty of room for fans to make their own story lines and characters. The gender issue was still a limitation, but most people, like me, just ignored it or made up new elements.

I enjoyed the linear flow of the BIONICLE storyline as well, but at the same time, I wouldn't have minded more gaps both between quests and in the middle of quests like there were in media from 2001-2003. I guess there are a few examples where there were sufficient gaps to write your own adventures within a story year, particularly any time the heroes are off doing their own thing. But it's not as much leeway as you get in the more episodic Hero Factory and Ninjago stories, where the heroes regularly get downtime even when they're together as a group.

 

Having a sort of a peaceful "home life" that the heroes can return to between episodes also makes jumping into the storyline a bit easier for new fans, which is probably part of the reason why Ninjago and Hero Factory favor that sort of storyline. The Toa didn't have much of this sort of "home life" to return to — for the most part, they were always on the clock, from the time they became Toa to the time they became Turaga. And that frustrated me as a writer, since a lot of my storytelling tended to involve moments when the world wasn't in peril and the heroes had some time to have fun, reflect on things, or go on personal journeys of friendly bonding and self-discovery. Ninjago, on the other hand, is rife with these kinds of storylines, and has room for plenty more in between episodes or missions.

 

Freedom to make up your own storylines and characters feels most rewarding to me when there's some potential for your characters to cross paths with the official characters. That way the official storyline can provide a greater sense of context to your adventures. In BIONICLE, this was usually not possible without changing the events of the official story in some way. The Toa Mata, Toa Metru, and Toa Inika never had any point in their adventures when they could interact with Toa from other islands... you more or less had to wait for a year when those characters weren't in the spotlight.

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What Hero Factory did wrong: giving the comics off to the same people who write the rest of the tripe that currently fills the Lego Mag, giving the movies off to people who can't even write a decent script, and in general wasting the vast potential of the storyline. If Ninjago can have decent TV and comic tie-ins, why can't Hero Factory?

 

I agree with you though, especially regarding the idiotic gender segregation. If Bionicle had just gone the Bara Magna route from the start, we might have had even less official female characters, but at least all the many fanfiction authors wouldn't have been limited by such an arbitrary restriction. I think Bionicle is about the only fictional universe in existence where you can't write in-cannon a character that is female and is endowed with any element other than water, lightning, psionics, or light.

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Bionicle did some things well. So does hero factory.

 

Plus we now have regularly occurring lightning themed sets and that is literally the best part and is not up for debate.

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What Hero Factory did wrong: giving the comics off to the same people who write the rest of the tripe that currently fills the Lego Mag, giving the movies off to people who can't even write a decent script, and in general wasting the vast potential of the storyline. If Ninjago can have decent TV and comic tie-ins, why can't Hero Factory?

Most of the Hero Factory comics were written by Greg Farshtey, the same person who wrote all the BIONICLE comics. And I don't even know for sure that he didn't write the most recent ones — after all, he is the magazine's editor-in-chief. Perhaps for some reason or another he decided that a child-friendly tone like he uses for the Ninjago graphic novels would be more appropriate for the LEGO Club Magazine's typical audience than the edgy tone he used for BIONICLE.

 

And the TV specials aren't in the hands of "people who can't write a decent script". In fact, the writer for the two latest episodes (which are, indeed, two of my least favorites) also wrote some brilliant episodes for some of my favorite childhood cartoons like Static Shock, Teen Titans, and Jackie Chan Adventures (if you watched any of those shows, he wrote MadMod's debut episode in Teen Titans, the Jackie Chan Adventures episode featuring Stonehenge, and the Static Shock episode where Static travels in time to save his future self). I'm every bit as perplexed about this as you probably are. It's not that I don't think he's to blame for many of the problems in the script, but I just can't wrap my head around why his work for Hero Factory would seem so much more amateurish than his earlier stuff.

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I just can't wrap my head around why his work for Hero Factory would seem so much more amateurish than his earlier stuff.

 

I could be totally off the mark here, but in these ALF reviews I've been reading, the reviewer said once that usually, with TV, there's a team of writers that plan out each episode, and the name that gets attached to the episode is decided by anything from who came up with the idea to who was most involved to pulling names out of a hat. Therefore, it's possible that his name was attached to the episode, but it was a joint effort with a team of writers that made the story garbage. I could be wrong, though, as I don't know if the Hero Factory TV show would even bother having more than one writer, seeing as I'm pretty sure they don't even bother with more than one draft.

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What Hero Factory did wrong: giving the comics off to the same people who write the rest of the tripe that currently fills the Lego Mag, giving the movies off to people who can't even write a decent script, and in general wasting the vast potential of the storyline. If Ninjago can have decent TV and comic tie-ins, why can't Hero Factory?

Most of the Hero Factory comics were written by Greg Farshtey, the same person who wrote all the BIONICLE comics. And I don't even know for sure that he didn't write the most recent ones — after all, he is the magazine's editor-in-chief. Perhaps for some reason or another he decided that a child-friendly tone like he uses for the Ninjago graphic novels would be more appropriate for the LEGO Club Magazine's typical audience than the edgy tone he used for BIONICLE.

 

 

No, I am convinced that they aren't written by Greg anymore, which explains why they have gotten so much worse. My biggest reason for thinking this is that his name did not appear on the credits list for the second Savage Planet comic, in contrast to all the previous ones - and that was the exact point at which the comics dropped in quality. Honestly, I'm not even certain he is the Lego' mags' editor in chief anymore, because the entire magazine has dropped in quality in the last few years.

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What Hero Factory did wrong: giving the comics off to the same people who write the rest of the tripe that currently fills the Lego Mag, giving the movies off to people who can't even write a decent script, and in general wasting the vast potential of the storyline. If Ninjago can have decent TV and comic tie-ins, why can't Hero Factory?

Most of the Hero Factory comics were written by Greg Farshtey, the same person who wrote all the BIONICLE comics. And I don't even know for sure that he didn't write the most recent ones — after all, he is the magazine's editor-in-chief. Perhaps for some reason or another he decided that a child-friendly tone like he uses for the Ninjago graphic novels would be more appropriate for the LEGO Club Magazine's typical audience than the edgy tone he used for BIONICLE.

 

No, I am convinced that they aren't written by Greg anymore, which explains why they have gotten so much worse. My biggest reason for thinking this is that his name did not appear on the credits list for the second Savage Planet comic, in contrast to all the previous ones - and that was the exact point at which the comics dropped in quality. Honestly, I'm not even certain he is the Lego' mags' editor in chief anymore, because the entire magazine has dropped in quality in the last few years.

 

Well, LinkedIn still lists him as Editorial Director at LEGO Systems, Inc, the same position he's held since 2000, and this interview from August of last year confirms that the majority of that work is still for the LEGO Club Magazine. His Amazon.com bio gives him the specific role of "Editorial Director for LEGO Club".

 

I don't know what the reasons are for the magazine's drop in quality. Certainly a big part is that since the Brickmaster paid subscription service ended in 2010, it does not have any direct way of bringing in revenue, so it would not surprise me at all if that cuts into some of the insightful content it used to include such as full-length content and designer interviews. Also, LEGO Club now does a lot of its most in-depth featurettes through the online "LEGO Club TV", so that might understandably cut into the budget for the LEGO Club Magazine.

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