Tallima: I don't want to sound insincere because I understand that games -- especially shut-downable online games -- have a special place in many people's heart. But I'd have to say to not fret. NCSoft probably just wants to free some assets or capital for a new project. So that's something to look forward to. And now you'll have the opportunity to go sniff around some new MMOs and see what else is out there. It takes some time, but you'll rebuild an online community and learn all of the quirks of a new game in no time. What I wish is that the game could be "frozen" and given to the players to host (more or less like the old Ultima -- people host that out of their home now). It would be hard and expensive, but I doubt the community would have a hard time putting it together.
It's not quite as simple as that. You see, CoH is... well, I hesitate to say unique, but it broke a
lot of MMO conventions. For example, how many MMOs can you name that;
1} Allows for
near total character customization right off the bat. And by "near total" I mean millions, billions or error-not-a-number appearance combinations; it really depends if you draw the line at costume pieces, colors, sliders or power customization. All of those are independent of the character build itself - what you look like is never obscured by pieces of armor, weaponry or accessories bolted to your character. What you look like is what you choose to look like. Period. On a less visual tone, that freedom extends to the character concept itself. In DCUO, for example, your powers come from nanites, officially and unchangeably. In CoH, you can fill out a short biography that others can see - so if you want to be an ex soldier, martial arts champion, former mob enforcer, a bored fairy, a pair of sentient pistols piloting a zombie cowboy or bitten by a radioactive mailman, the lore doesn't try to shoehorn you into
anything
2} An unabashed breakaway from the Holy Trinity of MMOs - Tanker, Healer, Damage Dealer. While teams with variety complement each other better, and some do better solo while others excel in a team, there are very few challenges in the game that can't be overcome with any - and I do mean
any team makeup. It's not uncommon for players to run same-archetype task forces {a string of missions}, either for personal accomplishment, bragging rights, or usually for the hell of it.
3} An altoholic approach to character-making, rather than shifting the goalposts of grinding. In the game history, there was a single time where the level cap was raised - at the very beginning, on account of the fact that Lv40-50 content still wasn't implemented. To illustrate my point, there are fourteen different archetypes - classes, basically - and each of those has about an average of eight powersets - primary
and secondary. There are also eleven servers, with a default of twelve character slots,
per server, upgradeable to thirty-six, and the rate of experience gain has been increased several times by now. Rather than using the standard tactic of delaying the player from "winning" by reaching their goal, the pervading philosophy is instead focused on replayability, as each different combination will play differently - some slightly, some drastically.
4} The ability to design and play my own content. I'm not sure if it's still an unique feature, but it was definitely unprecedented when Mission Architect came out. Yes, it received more than a few solid whacks with the nerf bat following each exploit du jour, but by and large, using it gave you the same rewards as playing regular content. Better, even, as the tickets the enemies dropped could be traded for specific rewards, rather than being completely random. So if you've ever looked at an arc and went, "meh, I could write a better story than this", well... you could.
5} A developed communications network. This may be a little hard to explain - while there are the usual chat channels - local, zone-wide, supergroup {aka guild} - each server had a server-wide help channel for player-to-player assistance. Furthermore, it also has global channels - player-created cross-server channels used for specific interests, like supergroup base building, forming events and task forces or even net radio stations and fandoms. I suppose the best way to describe them would be a comparison to IRC.
6} No competition over limited resources. Almost all content is instanced, and "defeat X enemies of type Y" {and it's always a specific number - collecting random drops just doesn't exist} are the last vestiges of old content. For larger events, like raids, the only requirement tends to be "do we have enough people to do this?" The primary limiter isn't a cooldown, but burnout.
7} No focus on gear. The game is balanced around store-bought enhancements {equipment, basically, though it's basically... slot-based?} The invention system exists for those with money to burn, but it is in every sense of the word, optional. Store enhancements are cheap, too - in fact, one of the reasons the invention system and auction house was implemented was to give people something to do with the ridiculous amounts of accumulated money.
8} Organic adaptability. The game does a seamless job of adapting itself to you, although you can also take an active hand in the difficulty. For example, if you're alone, an average mission will pit you against small groups of enemies. A pair of heroes will face more, tougher enemies. A full eight-man team will be mowing down armies. And if you want, you can crank up the enemy level or make them spawn in greater numbers, with the increased rewards the increased risk implies.
9} A friendly community, but calling it that might be a disservice. We're talking about a playerbase where "forum newbie helping" borders on a competitive sport, or a community that, within three hours raised a thousand dollars to buy the freshly-fired devs dinner at a restaurant one of them once mentioned they liked, or a best-selling author {Mercedes Lackey, if you're familiar} officially and openly offering to promote the game, free of charge, in order to keep NCsoft from shutting it down. The rallying cry of the whole #savecoh movement is "We are heroes, this is what we do", but it really needs to be seen to be believed.