In the latest Spiderman movie, you have the over-arching big stakes plot with Jean Grey, The Hulk, The Punisher and Damage Control. But there’s also a lovely montage near the start of Spidey throwing himself into his work, and taking down Tombstone, Tarantula, Scorpion and a few other “schmuck villains” as I’ve started calling them.
They’re the ones who never do much more than rob banks, and provide a bit of background day-to-day work for the hero, and provide a bit of color. They’re not the main story, but just thrown in as evidence that the hero keeps busy on their day-to-day patrols.
I’ve just read Al Ewing’s Immortal Thor, and I loved the portrayal of Radioactive Man, Cobra, Grey Gargoyle, and most of all Mister Hyde. Roxxon hires them as some super-muscle. They’re not a super-serious threat to Thor, but they provide some cool set pieces, and excellent dialog as you get inside their heads in turn.

Dr. Doom – not a schmuck!
Scorpion, Vulture, Rhino, Electro – classic schmuck material.
So how does this apply to superhero games, and what I’m doing?
With narrative driven games, you’re always competing your developer time with the player’s time, and losing. You spend months making a set of missions with story and the players can devour them in a matter of hours and say “what’s next?”
You can provide replayability by having a comprehensive character building system, so you can play through the same story arcs with a different character and have it feel new.
And you can provide repeatable gameplay that’s procedurally generated (from hand-crafted chunks), and hope that the second-to-second gameplay is fun enough to let this hold the player’s interest.
Freedom Force was mainly narrative-driven stories, each with cutscenes and love poured into them. It also offered Danger Room modes where you could battle AIs in a less meaningful way, getting your fun from the game mechanics instead of the narrative. I know some people mostly played in that mode.
City of Heroes has Task Forces for the big stories, down to repeatable radio/newspaper missions where [The Council] have [Kidnapped Terry from the Shadow Shard], and people grind them for XP and fun. I sure have. Task Forces will have one or more Archvillain fights, where the team dogpile a big bag of hit points. Radio missions mostly end with a named Boss encounter.
Champions Online has the best Schmuck Villain mechanic in its Alerts. It’s [Radiation Rumble], with [Medusa] trying to steal the uranium! Or [Museum Robbery] with [Steel Commando]! These little 5 minute queued team-ups with a pot of gold at the end are quite popular. The pattern and procedural generation could not be clearer. But, the villain has a couple of lines of dialog to flesh them out, they bring their own custom faction of lackeys as backup, and it doesn’t get too repetitive.
So what have I got cooking?
I want to get away from the player spending most of their time fighting rank-and-file minions, and have supervillain encounters be a day-to-day occurrence. Your bread-and-butter patrol activity should vary between beating up some bank robbers, and taking on the likes of Spidey’s schmucks.
I’ve got a roster of 20 characters who are the schmuck villains of Paradise City. I’m making mission fragments for when you’re on patrol that can swap them in or out at random. My faction system allows me to make factions like Thieves or Vandals, and each character can appear in multiple groups.
You go on Patrol, and things happen requiring your attention.
- Demian Triumph’s robots are attempting a bank robbery! (groups of minions)
- The Misfits are planting bombs! (groups of minions again)
- [Tiger Wasp] is robbing the [Science Center]! (a random villain from the Thief faction)
- [Oobleck] and [Gold] are running amok in the city centre! (two randoms from the Vandals faction)
- A unique story event kicks off, queuing up other story events, which may or may not include some of these characters you’re now familiar with.
This allows me to pad out the stories with day-to-day hero activities without making it too grindy or repetitive, hopefully.
It allows me to quickly build a backdrop of familiar characters. I’ve set up an infographic system in the comic cutscene engine which allows me to put together rap sheets for all these schmucks, with a brief history and description.

And any of them could become a plot point in later stories. Sometimes a schmuck will graduate.





















