Another furlong (to the race)

Yup, I stated and I keep (my word for the most), and as my mind wonders towards the new RPG, I need to set in motions the cogs, not the ones in my mind, but any game has cogs, the more it is set to a system, the more natural it comes across. As the player fathoms how things are set, they will also set in motion certain expectations towards continuances of the game.

So here we see the first cog, if you remember yesterday, I spoke about the fur guild, but it is merely one of three (in the initial design. It does not matter if you consider that part the green or the red cog, so the house of worship would be the other colour. When we look into the combinations we get a larger setting, a sort of interaction. The fur guild, the clothing guild, and the  smithing guild are three parts of the cog, and the cog could evolve further. What I call the house of worship would have evolved from the scribes, it gave us the coin-masters (banks and accountants), scribes (recorders and historians), evokers and casters. This makes sense when we recall the actual meaning of evocation (the act of bringing or recalling a feeling, memory, or image to the conscious mind), and as the stage grows, so do the cogs, starting with no more than 5 (three is better) gives you the setting towards a stage where the story can grow. Three is better because you can see how the cogs are maximised, before you add n-teeth to any cog. The interaction becomes important, as a person might become more than merely a trainee of furs. Someone who sets furs and has coin-master skills would be more effective in running a shop and making the more successful. And this stage also impact the coin-master on all guild trades. Scribes would be more effective in creating effective armour, because of historic learnings and evokers might add additional protection on any armour or weapon, now here is the kicker, by not merely adding them, but by limiting the amount of teeth of any cog you can inhabit, makes the game very replayable. It sets a stage where person can be close to very different in each gameplay, giving a larger joy to the game, in all this, when we make sure that the game also evolves different we get a larger bang for the buck and that is where Oblivion failed, you could do it all (which is not wrong), but when you get to do it all, you get through the game a lot faster and in all this the challenge dissipates. It was a flaw they largely avoided in Fallout 3: New Vegas, as the good person could not do all the missions, the bad person got to have a life in the ‘freed’ prison, it might seem small, but the larger implications could be seen over time.

So as we see the cog on two elements, it becomes a larger stage when the cogs interact with optional abilities down the road, for example the druid path cannot be gotten as you slay animals for furs, the arboreal might do so, as such we see that the hunter (bow) gets side, the druid another side, the smith might become the wielder of mauls, it is that difference that sets you apart. Even as the smith can wield the bow, the skills there will go slower than the maul would. In RPG exploring your options is half the fun (at least for me it is), I remember that in Neverwinter Nights (the original) the Scythe had benefits, we lost out on this view in several RPG games and it is time to consider a larger stage where you might get 100 hours of fun as one character, but an additional 80 hours as a second character. Th stage where missions are depending on the class you end up being and setting it to such a way that you are not aware of what you are missing out in the first play through, is what will amaze you the second time around. 

Oh and this came forth (from my devious brain) in less then 5 hours (all added up), so when we see the claims that it is so hard to create on, there is truth there, but it also depends on the visionaries they hire, that is the lesson I hope to instil on Microsoft as I offer these ideas to Sony.

By the way, when you consider the guild structures, and we add water options, agrarian options and we interact on three levels, how many times could you replay a game (apart from the locations) before the game bores you? Consider that some still play Skyrim which was released on 11.11.11, so when the nextgen consoles are released, the game will be 9 years old. That is a record worthy of slaying, so we need to come to the party with a massive (optionally spiked) bat.

Have fun considering what else the future of gaming has to offer.



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