Recap to the intro

This happens to us all, we need to remember how we got to where we were and I am the same as many of you. So today is about a recap of what I had written before (links given) and the station of where the setting is going. 

Title
Yes, every game needs a title and in gaming, too often it needs to be bold, to be brave and it needs to entice, but I believe that for RPG games that is not that much a given, it is the challenge, so I decided on ‘An almost ordinary generation quest’, it gives part of the station, it gives part of what you face and nothing beyond that. Too many games are about the spoilers, but the game is about the game and how you fare, you will fare different from your neighbour, that is almost a given, unless he married someone special, at which point you want to end exactly where he did (its a defining rule of the universe). 

Links
The story that drove all this was given to us in The Race is on (Sept 30th 2020), Playing the Stage (Oct 18th 2020), Door two of the Arcane (Oct 19th 2020), Chimes are wind translators (Oct 20th 2020), It’s in the Bones (Oct 25th 2020), RPG Arms race (Nov 25th 2020), Mummy and daddy (Mar 19th 2021), The quest for tea (Mar 23rd 2021), Until the lungs give out (Sep 21st 2021)

Separately influences are found in Eureka, sort of (Nov 26th 2020), What gives experience? (Dec 11th 2020), Building NPC faith (Jan 3rd 2021), First the sting (Mar 14th 2021), Then the bite (Mar 15th 2021), River of Choices (Mar 23rd 2021), Belated brilliance (Apr 9th 2021)

So this is the bulk of it, 16 stories (actually there are a few more) that are the foundation of a new game. As I had stated the story is everything and we are too often given a stage to get into, it makes sense, but is that how people like Roald Amundsen, Jacque Cousteau, Yuri Gagarin or Hugh Glass got started? It is always a challenge to set any beginning. As it is a game it is not set to reality, so we create the variables so that WE can become a larger than life character. In my case, I believe in the open beginning, a beginning with choices and it is not a good or evil choice, it is a direct choice. Will you go east, or will you go west? It is that initial choice that sets a foundation and when it is a simple quest like setting the prolonged safety of your house and household that drives a choice. It creates the explorer, it sets the stage of the adventurer and that adventurer needs skills, knowledge and drive. These three need to be adhered to and that is the choice we face, we face a similar stage in nearly all RPG games.

So what can we do to change the stage? That is the question that was in my mind as I tired to develop the idea of this game. And we always played the antagonist, yet what happens when that stage alters? That issue can be made more relevant as we enhance RPG games with machine learning and deeper learning. There is no workable stage to set the workaround on everything (not yet at least). So before we get into some lofty stage of ego, the one element is missing, it is the story or the main story. In RPG games in the past, we had the main story and side quests, so what happens when we alter it? We have 7 main storylines and as you go about it you will only find 1 optionally a second one. The games will still have side quests, but in a stage where we manage what is sought and found. We see the NPC characters, yet what happens when that NPC needs a set of triggers before additional dialogue is released? I saw that stage when we were treated to Neverwinter Nights, yet over the years no one seemed to have picked it up, so I decided to set a stage of ‘discrimination’(well sort of). Arcane quests cannot be given to no-Arcane people. So those who create a pure warrior will miss out on stuff, yet that same person will find other stuff, if someone abhors a non-arcane person, there will be another person who is the opposite.

As such we can look at the storylines to be 7 lines, or one rather long line over 7 generations and that is where the story takes us. A stage where the generations are important, but then so is the family line and the characters that become family. Because as you start as you, but the one you select to share your life is equally important, even if you have no control. You might not have it at that point, but the next generation is a combination of both and that is how the story unfolds and that is the change of creation, it comes with a handicap. And as far as I can tell, no other RPG has EVER taken that route. So as we consider how to design a new game, look at what I left you, consider the other stories, some with a quest line, some with a background and all with a much larger stage. A stage to replay the same game and find new challenges, finding new options traits and skills that will educate you and the generation that comes after you. As far as I can tell, no game ever considered going there, so it makes for one new true original RPG game. 

Have fun and enjoy the weekend.

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6 responses to “Recap to the intro

  1. Pingback: Inventing the economy | Lawrence van Rijn - Law Lord to be

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