When my mind designed the sequels to a new Elder Scrolls game, Far Cry and Watchdogs I did not care about the revenue, I did not care about the revenue factors in gaming franchise, I was merely one creative mind devising new ways and new stories, because the story is everything, it really is.
Consider the intro and staging of Far Cry 3 against Far Cry 5, the stage of Assassin’s Creed 2 versus AC Unity, or AC Origins versus AC Odyssey and you might get a glimpse of that setting. In all honesty, I never considered revenue in any of it, but I realise that it is a driving force of the houses that publish them. Lets face it, would Mario exist if we did not consider the value of the $650 million it represents? In that same light Call of Duty, GTA, FIFA and Zelda, they all represent a serious level of coins. As such I see the need to continue some franchises, yet wonder when we test their push for the storyline, how far will some get?
Consider in all this that the Elder Scrolls represent less than a billion, Skyrim alone represents half a billion dollars and has sold over 20,000,000 copies. And let’s face it, we always want to do better than the previous one, which is what drove me to set the story design of Elder Scrolls: Restoration.
Yet even as we see more versions of a game, Apple and Google are driving the need for original IP, it is the larger drive in gaming, not because it is Apple and google, but because the makers see that the original IP can be the beginning of a massive drive towards a system. There is also the fact that when we get a new system we do not want to play the same game over again on that system.
Yet there are exceptions and they tend to be System driven. The Last of us on PS3 and PS4. Skyrim xbox360 – Xbox one and PS3 – PS4. Pretty much anything involving Mario, and the list goes on, yet Google and Apple do not have that yet and they need to rely on original IP to get the people in. That part was shown all the way back to the Nintendo 64 and the first PlayStation.
IP that is owed is easier to evolve and more important, when the first game is a hit, it tends to be easier on revenue expectations as well. However, as we look at Apple, we see the need and the logic to have the subscriptions, yet when we see a game like Pilgrims with a mere 14,000 subscribers, the path for Apple is still less than stellar. Now we can push franchises like No Man’s Sky (Hello Games) there, however if Apple is to make a name for itself, it needs original IP, an original RPG, and original racing game and so on. that will drive sales, that will drive longevity in gaming and in a $120 billion industry last year alone, it makes sense to carve a name for yourself.
Yet there is also the stage where the expected and the non-considered walk. When I started to first design an original IP, was it truly original? It was (for the most) and I even added a new game mode that none had considered. Arcade is the way we consider, yet who has considered ‘historically accurate’ as a game mode?
In this I wanted a more original RPG were the stage is Scandinavia (Norway and Sweden mapped), where you start in the land and get a choice of three places to start, from there you grow your village, grow your interest on the terrain and grow, after which you need to plunder, need to destroy your neighbours and add to your place (and take it from there), an RPG where you can set the rune tone to one god and receive the back handed prayers in success. Yet how can we link ‘Arcade’ and ‘historically accurate’? Well there we get the test of how good a person can play and basically they play two games. Even as a person buys provisions (with real cash) to get an advantage, they buy more, because the purchase in an arcade also comes with a ‘boon coin’ in the ‘historically accurate’. So if a person buys a load of fish in Arcade, they also get a boon coin with a fish in the historically accurate, which sets the chance to find a fish shoal to 100% there. Get two for the price of one. The same for weapons where a kart is bought for one side and the other side gets the smithing coin, giving them a 100% chance of a quality forged weapon. I even set out the stage that an actual player in one village would influence the growth in the virtual version where another player is a neighbour (like choice of stone, location and direction of growth)
I also wanted to make sure that ‘historically accurate’ was there to show that life is not a game and when we slice and dice like in Viking: Battle for Asgard, yet I thought that the game was too small, it was too easily defeated (except the boss at the end) and even as the game had good points, I wanted to see this game in a much larger setting. I wanted compelling to translate to addictive and I wanted a lot more to stand out, I also wanted to make sure that the choice of a god rune had a much larger impact, so over time as people played the game, they would have a new experience if the village rune stone was not set to Odin, but to Loki, Thor, Balder, Frigg, Vidar, or Tyr. What benefit do you want to see? And when chosen in Arcade it will be the set stone for ‘historically accurate’ as well. As such as the history of your village evolves we see that people realise that the impact one would hope for in Arcade would have a different term in the ‘historically accurate’ (HA), we forget in playing that famine was a real think in those days, as was disease and that could go from village to village. We could push it to Greece on the same premise and see where this leads, yet Scandinavia where the weather would have a much larger impact seems to be a more preferred personal feeling in this. So how many games take that into consideration?
Yes, games like Fallout have a survival mode and there we see “The only means of physically saving the game is to sleep in a bed, on a mattress or in a sleeping bag. The exit save function is still available, but is a temporary save that is deleted automatically upon loading“, it is almost like hardocre mode in Diablo, how many times did you have to die before you figured out that running into batle is as stupid as it could be? As such the HA mode will give the player a much larger consideration to what he’s doing, it is not intend to drive microtransactions, which is why you can optionally only buy stuff in the arcade mode and only the real gamers and winners will get through the game without ever buying anything, that is why I would add an achievement named ‘no purchase required’, how many games heralded the need to not embrace microtransactions?
It was a stage that my mind evolved over a few days and that is the easy part of the creative element in a game, I wonder how many creative minds are out there in the gaming industry, because I feel personally that people like Sean Murray and David Braben are as rare as it gets in this industry (no insult to other game makers intended), for me it is a stage where I see where places like Apple Arcade (and Google Stadia) are and where they go, so far I am actually not that impressed, not when it comes to companies this big.