Category Archives: Gaming

Destined to entertain

We all want to be an entertainer, most of us (not all) have that feeling inside of us, the need to be entertaining, our social structures have also pushed it, but in the stage where it is a sort of PC (politically correct) version of that what entertains us, it is in that setting where some of us become actors, some become writers, some become directors and some become game creators. There are a few more options, but the foundation of books, sound and vision have been upon us for centuries, last century vision (movies, TV) was added and about 35 years ago games were added. Yet the setting of games remains new and they too are going through the motions. A stage where they are relying on re-using any wheel instead of inventing a new one. We can agree that there is a stage of sequels that some accept (some do not) but that stage comes with labels and warnings. The God of War has pulled it off 4 times and they did it well, Ubisoft with its Assassins Creed did not, yet from my point of view, they did do a decent job and pulled it off with WatchDogs. Yet these makers have an issue with the story, they forget that the story is the driving factor. It is easiest seen When you compare God of War IV or Mass Effect to the Assassins Creed stories (Unity, Syndicate, Odyssey) you get a first glimmer why the AC range was failing, they had a great thing, they bungled it, then they seemingly fixed it with AC Origins (which was amazing) and then they bungled it. Even now, AC Valhalla is according to some too shallow, to much chasing after something whilst forgetting the Assassins path. I cannot vouch for AC Valhalla as I stayed away from it, but the critique makes sense, and that is before we consider the fixes to bug and glitches. This is why new games like Horizon Zero Dawn are cherished (and it is a really nice game too), or the mere fact that Skyrim is still being played on new consoles 9 years after its release. The story is everything, Ubisoft forgot about that, Bethesda seemingly did not. But this is not about Ubisoft bashing (even though it is entertaining), Bioware is in a similar stage, They messed up ME4, and they now rely on ME1,2,3 to fatten their coffers so that they get a chance at ME5. A setting that is dubious, but if they really fattened the pot and make ME5 a game that breaks the mould, they might pull it off. It is funny, it took me less than 2 hours to think through a sequel all whilst ME4 collapsed. Yet I digress, you see, to become the entertainer you need to be a creator, all whilst silly people at some game companies relied on Business Intelligence, but entertainment cannot be set in that way, you merely get a setting where you try to include everything and in that setting you never satisfy anyone. And as such creation falters (AC Odyssey is a prime example). And a we now see that there are more games coming, that some indie developers are changing the game (Hades), we see that gaming is not dead, but the story mattered and so does game play. 

So as gaming becomes a rather large stage (due to Covid issues) we get to see a new stage where some game developers are losing options and optionally their firm and some shine. And in all this it is not about the highest graphics, That is seen with Animal Crossings: New Horizons. A game that surpasses 20 million copies, which implies that 1 in 2 Switch owners has that game, it is almost unheard of. It shows that gameplay is just a important as the storyline and the fact that this game is a long term game, not something you finish in 100 hours has close to never been done before, and Microsoft (Sony too) are a little bit in the dark, that is why Nintendo is such a competitor. I said it 2-3 years ago and it is coming true, gaming is more than relying on a Business Intelligence analyst, it is a setting where a painter and a storyteller unite to give the traveller a story that this person has never experienced before, and that is what Skyrim and Mass Effect (1-3) delivered on, others did too, so why are some game makers blind to that part?
It took me a day at the most to give the Elder Scrolls, WatchDogs, Mass Effect a sequel on a new storyline, a new creation, so why can’t they do this? OK, there is still an Elder Scrolls coming, but I  made the first design 6 years ago, Mass Effect 4-5, 3 years ago and Watchdogs 4 last year. Now consider that I am a nobody and these high and mighty game designers can’t come up with the goods on several fronts, so what are they missing. How come Nintendo is on the ball, Microsoft forgot what a ball looks like and and Sony is seemingly slipping a fraction, and all this has close to nothing to do with new hardware, games are paintings, the console is a palette and the palette becomes bigger or change shape but the creator adjusts view, adjusts grip and continues.

So in this, and as we see what is coming, what makes them destined to entertain? 

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Replay the past in the present

We all do that, we sometimes think we can and sometimes we hope it will be an option. I am on this horse because I am slightly too angry with UK Common Law, and I need to cool down, so I hope that THAT article will come next. To cool off, I did something I had not planned, I installed Skyrim on the PS5, in part because I saw a tweet regarding Skyrim that I can get it to do 60 fps on the PS5, part because I am still one achievement short (slay the legendary dragon), in the last two attempts there was too much grinding going on and I am still playing it on the PS4 as well. Yet for some reason I had forgotten how satisfying the first 10 levels were. The limits, the setting of joining groups, and the setting of having no place. I had forgotten just how perfect Skyrim is. Yes, I know, I have seen the crying people on ALL the bugs, but to be honest, I have had very little issues. Yes, there are a few glitches, but that comes with the setting of a game this big. Oh, and over 9 years we see that there are 17 patches (including the last one for PS5, I am guessing), a game that is 9 years old (released 11.11.11) and still it holds a sway over us (at me at the very least). A good game is really hard to find and Bethesda outdid themselves here. I had designed Elder Scrolls VII: Restoration, and I had hoped it would equal Skyrim, of course my ego feels that I would be surpassing it, but if I only equal it, the game would be a massive success. This is seen in two ways, in the first, write yourself a list of games that you still love to play (beginning to end), and I reckon that this list has less than a dozen titles, If the game must be older than 3 years, the list will be less than half of what you had and in 9 out of 10 cases Skyrim will be on there.

The future options
In light of the news that has been out there, 2021 will be a great gaming year. This is part of what is already out there and part because Bioware has announced a remastered trilogy of Mass Effect on PS5 and that Microsoft contraption. There is off course the first game, yet it is the second one that takes the cake, until recent seen as one of the best tactical RPG’s ever created, the people (read: gamers) have been eagerly awaiting that title. There are all kinds of rumours as to the reason, but in the end it does not matter, millions want to replay that trilogy and on nextgen is a setting that no one wants to miss. Even as I set the premise last year n an idea to relaunch ME4 (together with ME5) to give a larger credibility to the titles, we see that no matter how good that could be, it might never be as great as ME1 through ME3. I get that, the story was breathtaking no game could ever equal that in that era and even now games are struggling to equal those three titles. Bioware and Bethesda set the markers to near perfection and that I what gamers crave, that near perfection feeling, Ubisoft seemingly never understood that. 

Yet no matter who we embrace and what title we go for, we go for the entertainment and in that setting I looked again at the station of the open RPG I created (as a response to Microsoft buying Bethesda) for developers to freely use for Sony exclusive games. It was my way to make the Microsoft $7,500,000,000 to be a lot more expensive than they bargained for. In this I made a few more modifications, or perhaps a better description would be ‘a conceptual path to allow for more’ in this the idea to have 1-2 additions to be played on mobiles, free games that enhances the first one. In Fable we saw Pubgames, yet what happens when we create mobile games (android and iOS), that allows players to do some of the menial tasks in the game, whilst you are on route to work/school, during lunch, or just when you are out enjoying the sun. 

Work
The work app is one where the rejuvenated hero works a job (depending on what job he scored), over 30 minutes you tire the hero and he sleeps it off whilst you work/learn, and at the end of that time you come home, start the game and the hero has gained credits and coins.

Education
Whilst our hero works he learns and gains experience (not as much as in the game), but he could learn and achieve an extra skill point, in addition to that, whilst the hero learns, there will optionally be a stage where new and more equipment becomes available.

As we have thee money to go out and explore, we see that the game gets a larger push towards the gamer, to see more, learn more and do more. Yes, we acknowledge that there was a great stage to play Fable 2 and own the pub BEFORE you entered the tower, yet what happens when your years of absence made you lose the pub and its income? The setting is a mere reflection (I am not negative towards Fable), we need to see that there is a whole range of options and in this I moved as far away from the Bethesda s possible, not because the games were bad, no the opposite, they were really good, so creating something different was essential and when you look at all the D&D games, it is surprising how alike some are. If another franchise gets to stand up, it needs to be different from other games, it needs to set a different stage and it needs to have larger options, in this large is reflecting on the application of other solutions giving you more options to enjoy exploring, and do things. 

In this, I merely thought of a part of my consideration (Elder Scrolls VII) and I came up with another bevel to implore and to exploit. A setting that TES4 and TES5 didn’t have to the degree I considered and as such, I can add this to my game as it was never there, and that is not all, even as we see the larger stage of new opportunities, we need to weigh, just like in every game, will it be an addition, or merely a fab that goes nowhere? It is an important question to ask ourselves, because we always think that our idea is perfect, but that is not a given and even as I create something new, it will not be for every gamer, it will be for the RPG lover, that is who I cater for, and I will say right now, if you do not care for RPG games you might not like this game and even if you like RPG games, you might not like this either. I cater to a group of people and I will be happy when that group is larger than expected, but unlike Ubisoft, I keep realism in the visors, those who cater to all will never cater to anybody, I still believe that and so far I have not been proven wrong.

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Before life was, I was

Yup, there is the ego, floating over your head, look to the right, no, your other right, look about 43.8 degree higher (if you are outside) take the second star to the right, yup, there I am. So as you might have guessed, it is time to talk about god-games and whatever I consider here, is free to use in any Sony exclusive game.

To see this, we need to go back to the foundation of god-games. My introduction to this type was in the 80’s when Little Computer People came to the CBM64. We all see the age of Peter Molyneux as the stage of the ‘true’ god games, but it is out in the open to accept or reject that notion. And in all this, most of us might remember the game Black and White. It was a more god game than most god games and even the guy upstairs agrees, right Hades? 

Yet what if we create a game where it is merely part of the game, not the game itself. For example, if we set to an example most of us remember ‘Assassins Creed Brotherhood’, consider that the game remains the control of Ezio Auditore, yet the god side of it is that we can to some degree control the actions of NPC’s. An example, Ezio is running through town, and that is fine, but in the god side we unleash rain on the area and as a result all the courtesans hide inside their houses. Ezio loses an ability to his side. This is a crude version. 

So if we use the divine powers in Black and White, it is a direct option, what if it becomes indirect? Like drawing a line in the sand, the ants will find another path, but that is as clear an option as it comes. So what happens when the game is about indirect channelling and it becomes about indirect guidance. Not as a setting in the game, but as a setting towards the game? So like Batman fights his opponents in Arkham knight, we influence the brutality of those around him, we set the premise of depression of the victims around him, it changes the game, it changes his focus, whilst the gamer does not see a change in the player, the stage we see in detective mode of Batman and we see the criminals are at some point terrified, Batman instilled this, but what happens when we set a secondary stage that affects the persons in the area, but Batman cannot directly influence that. That stage is influenced by the the NPC’s, not like the stupid wave like behaviour we saw in AC Unity again and again, but a sort of herd like behaviour in NPC’s, it changes the entire setting of the playable area and we forgot about that, thee gamer (and the developer was so focussed on Ezio Auditore, Batman, Edward Kenway, they forgot to set the influence stage on the population when Batman, Poison Ivy, or Vaas comes into the level. Yes, there was some attempt (AC Unity) the the fear was where we see street run away in front of you was a failed attempt at this. A stage where we can only influence a second tier (up to a point), is something we have never faced. In this I grab back to the Black and White part. Until we set the premise where an evangelist is created by their own choice, the influence is limited. So we can directly interfere in the game (buildings, infrastructure), yet the NPC influence is only limited. Games like Spore, Black and White set the action as direct. I want to change that, give a much larger challenge where the person having the finger needs to think where he draws the line for the ants.

It is a speculative setting, but that is all that I can offer in a conceptual setting. It is conceptual, because it has never been done before and evolution of games happens in a stage where things are new and never done before, there was always the first one. And that is what we are aiming for, something never done in gaming before, upgrading the level of gameplay down the line, and that was all that gamers want, a new level of play, we all want that, because sooner rather than later more of the same becomes tiring. And for the most, the sandbox games has left the NPC part of their game to too much of a limiting factor. So we need to change that side of things if only to make sandbox games more realistic and more believable.

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The path overlooked

Yes, we all overlook paths, options of choice, you, me, we all do it. It has nothing to do with intent. Most of the time we forgot that the option was there. Yet this time around it becomes an essential part, you see 2021 will offer a larger stage, a stage where Microsoft has an advantage (Bethesda, Bioware, EA), they might be in denial and some will make carefully phrased denials or reconsiderations with last November “PS5 will still get Bethesda games — but they’ll be ‘first or better’ on Xbox”, now, the first part is fine, Microsoft paid $7,500,000,000 for that privilege, it is the ‘or better’ part that I have a problem with, as such I set out and designed (conceptual design) of a new RPG to be used freely by Sony in previous blogs, but that is not enough. There is every indication that Mass Effect might not make it to PS5 either and that too is fair, it is a Microsoft stage and I worry, because Mass Effect remastered will contain Mass Effect 2, which is pretty much one of the best games in history, anyone denying that is nuts. So I need to have to be creative and set the stage for Sony too. Now, Sony has its own stage of exclusives and they are way good, but to set the stage that an independent software house can freely use for a PS5 exclusive is not the worst idea, I am a writer, not a game programmer. Intelligence and business intelligence yes, games no, I am a simple guy (to some extent). 

As such I started to work and after half a dozen ideas (that looked too much like something that existed already), and after I had set the stage of a completely redesigned Murder on the Zinderneuf (optionally now with a different title) and a completely new approach to Seven Cities of Gold, I found the setting I forgot about (all whilst I also made an approach towards Fallout Shelter, yet not the same game, but now set on a space station called Babylon 5) I found the solution in this in an approach taking a coin from the TV series Smallville. Yet this is not a game about Superman, Superboy or Tom Welling. Consider a city, I would say Any city and perhaps that is apt, you see there will be 4 towns, the size of Lancaster, PA. In these towns (you get one randomly assigned at the start of the game). We have a town with 12,000-18,000 NPC’s, we will also have events that impact the town (not unlike the TV series Haven), but not the same, anyhow, you start as a boy (or girl) as a sophomore and you will have abilities and there you can make a directional choice. But here the complication starts, the powers you have have limitations, they drain after use and take almost a full day to recharge, yet as you use a power, you make the power stronger and as such it can be used faster (up to 3 times a day) and as you use one power new options will evolve. 

SO you need to be wise in its use and also consider the option of being clever and find another solution. This will not make it easy, but that is the challenge, get to the end of high school and win all challenges. We have seen a partial setting in Buffy, Angel and Smallville, but no one considered to make a game out of it. 

So why will it work?
I believe it will work as the game maker needs to evolve the NPC part of the game way beyond Ubisoft ever achieved to do so. You need to keep track of up to 18,000 people and their family, if one person will not make it, it will affect at least a dozen people and as you fail to save people, there is a chance that the police will start to investigate you as an optional criminal. 

It sets a new stage where you need to plan your steps ahead, it is no longer fly by the seat of your pants, it becomes fly by wire and you are the Boeing 737, as far as I can tell, it has never been done before and if the makers pulls it off, it is the setting for an almost legendary achievement. And let’s face it, these series have had its settings of antagonists, in this we get the setting that we make some of these antagonists heroes. Some of them have been unfortunately in that regard.  A nice example is Sandman (Spiderman), Alicia Baker (Smallville), Amy Madison (Buffy), Sylar (Heroes), the list goes on and on and no one considered to set this approach of abilities in another frame and not merely there, there are a few more settings. 

Why this path?
Well, we can have another run through the story games like there are so many, but games like Spiderman (PS4, PS5) are successful, not merely because they are perfect, but because they offer choice, we get to go into the game in whatever direction we want to take it. We know that at times we need to follow the main story, but the large stage of freedom is why these games are so adored and replayed. We never considered to take that stage and evolve it. Yet we must also see the path of originality, which is why I merely gave examples. I saw ‘inFAMOUS Second Son’ as an average game, not because of the start, the start is pretty fantastic, a smoke ability? The issue becomes that the game based in Seattle becomes linear way too soon, so as you mark of all the missions per district, as you clean up each segment, you end up with enough power-points to immediately upgrade whatever power you unlock, the stage of choice is great, but always per district and always linear, that is why it is not a great game, but a good game, and the concrete power at the end is not used to the larger stage. Laser power is too powerful. All stages of near hits, but still an original game. A 90%+ game that ended being a mere 80% game, such a shame, such a waste. In my mind I am setting  stage that avoids that, and a stage where the town becomes the sandbox and the NPC’s are the triggers that starts missions (optionally puzzle inclined), and as I do this, I am wondering what happens when we remaster Soul Reaver to a new stage, enlarged, interacted and also take away the weakness the first one had (repetitive and a little shallow). Sony has great IP, I wonder who was sitting and considering what they hd only to fall into the same trap Microsoft is in (it needs to be new, it needs to be cool), and all that time, Sony has access to IP 20 years old that was regarded as an original game. It needs work, no one denies that, but it is something Microsoft does not have, as such we need to consider it, because the more exclusive games, the less chance Microsoft has and we need to acknowledge that the Bethesda deal gives them an advantage, not enough, but why give them that much leeway in the first place?

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Tokyo Marketing

It is 05:00, and I saw a tweet that woke me up, there was 5 minutes before the new Bravia video, and in light of the PS5 I kept my interest as I have no 4K abilities at present. So as I started to look I was confronted by both torture and delight, but which is which?

You see, I look at matters differently from most others and the first 4 minutes were almost disheartening. Now, it is important to understand that I bear no ill will to any Sony employee, this is not an attack on them, it is not an attack on Sony, it is the setting of perceived presentation and that needs to be in the centre of all of this. 

It starts with an introduction by Kazuo Kii, he speaks English, but every time he does so, it seems like he is reading a script, talking at you, not to you (unintentionally). I wonder if he would have been better off talking to us in Japanese. That painful experience only takes minutes, but it is painful and it is not fair on Kazuo Kii, especially when we consider he is the head of Sony TV, but it is only a short time and then we are given to who gives us the goods on Bravia XR, and the explanation is good, it is amazing and it is part of something much bigger, as such I was given insight into something I never expected, I am looking for a new 4K TV so that in time I can enjoy gaming in 4K, what I got is insight into a new system that does not maximises gaming and movie watching, but a TV that maximises viewing in the way IMAX does, something I never saw coming and as Motoi a true marketeer gives us by talking to us and clearly explains the parts we go from initial a little unsettling to an overwhelming presentation making us hope that we can afford the biggest and the best, which is not likely for a lot of us, so when it is time for Inoue, the engineer to come on the screen, who gives us his the technical side, he does so clearly in a genuine tone and explains Bravia XR to us, he might give it to us in Japanese, but the subtitles give us the English part and his genuine tone make us care, we always care about out TV, there is lose to zero exception to that. I have had a Sony TV since 1985 and I never regretted it. Yet there is more and it is not merely about Sony, the fact that it comes with Google TV implies a larger stage, a stage I will not comment on, but there is a larger interaction with IoT, I am not certain that we are ready of all of it, but the TV gives us a desire to have it. When it is time for the designer Yokota to come, we see that Sony is not messing around, this TV advancement is not iteration, it is innovation and it puts them ahead of all others for some time to come, not merely for the PS5, the IMAX viewing side of it all will blow movie lovers away, it will come with a need to get the movies you love on 4K, Sony achieved greatness today, but it came with a few little hitches and there I wonder if the hitches were intentional or not, because one part enhances the other, and they all are enhanced by Bravia Core, a streaming content option that gives the viewer more than w expected and as they seemingly offer movies that are not new, the fact that we get to see the maximum of streaming through Purestream, yet I feel certain that this will also create congestion up the wazoo all over the globe for the next 3 years. Consider 100,000 people watching IMAX enhanced streaming service all whilst I see daily congestion before they are out in the open. Yet even as I realise that, I still want it, I want it badly. A setting I haven’t felt for some time, but this is innovation and we all love true innovation and I reckon that there are plenty of people who want it too, with or without Google TV. 

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You be soft

Well, there is good news and there is bad news, the good news is that my dreaming was not as dark as before, the bad news, I redesigned a new version of Assassins Creed, nothing with that pansy ass Viking stuff, or more precisely the glitches and bugs (as I saw them on YouTube). A fresh version that grasps back to the actual strength of the AC series, the Ezio Auditore era. Don’t worry, be calm, I will not touch something that was near perfect, but it surprises me that no one in the Ubisoft offices had that foresight, that insight and if they did, who was the yahoo milk dud that stopped it? 

When we consider the old games, and I just replayed both AC2 and Brotherhood in the PS5, I was amazed how I loved redoing what I know what was going on, this is not an attack on the AC games, I truly loved these two and I had them both on PS3 and Xbox360, I never regretted that. And after that it went quiet until Origins, OK, AC Black Flag was a great game, it was just not an AC game. Giving a pirate a hidden blade is not making him an assassin and I never got that, Ubisoft had the premise of a new franchise, all new close to a day one game on the PS4 and they botched it, like it was left to someone without backbone to decide, anyway, Origins was amazing and after that it was more of the same, and the same stupidity came to Odyssey, as such I refused to touch Valhalla, and when I saw the glitches in YouTube films I was doubly sure that until the game was 80%-90% priced down (because of all the patches required), I left it alone. So as I was playing this evening a little of AC Brotherhood a new setting came to mind.

It was an interesting time to consider it, because it would set a new stage right between AC Brotherhood and AC3, I set the stage in the Netherlands, and the idea was to make it full on stealth, like an assassin needs to be. The idea was to have a much larger antagonist and it does not get any larger than the VoC, the ‘Vereenigde Oost Indische Compagnie’ was the first setting of a true cartel, so it stands to reason that the Templars (or whatever they would be called then) wanted a piece of that. The idea is to set a story that intertwines there. Consider that art was at an all time high, the Dutch Masters ruled, so the art is there, the old cities of Delft and Amsterdam would be there and that nations has had it foreign military visitors (France an Spain) which also resulted in the 80 year war, as such, a nation in war is a nation with options and opportunities. Even as the VoC is the main antagonist, there is a much larger story, the Netherland were basically  centred around North Holland and South Holland, Even as South Holland was mainly Rotterdam and Schiedam, it had its own life, its own set of achievements, and lets not forget that the Pilgrims on the Mayflower left from Schiedam. A whole wealth of options, and it was left untouched, as they tried to go for something looking cool.  

The VoC had it claws in the East Indian nations and more important, until around 1675 the VOC navigators and cartographers helped shape geographical knowledge of the world as we know it today. In addition, the Dutch scientist Antonie van Leeuwenhoek started microbiology around 1650, he also invented the microscope (he was probably bored staring at the hookers in Caetendrecht), a nation with so much history and so many options and Ubisoft seemingly ignored it. Now there is a danger, the danger is that we do not want more of the same (AC2), but something more, something different and making it more stealth and evolving stealth is an option, we can also dispense with the leaps of faith, we will not be sailing but boats are  larger setting as the VoC was a large fleet carrying organisation. 

There are of course a few options that seemingly overlap, there is art, but this time around books (revelations) are a side, the need to steal becomes a larger stage, as such you might improve a location (your house) but it does not lead to money, as such you need to make choices. There is also the notion to include Belgium as Brussels was an important city, especially when Napoleon came stomping by, there is a setting of close to a 100 years and in that time so much happened,  we could make a much larger game, with more settings and a larger story line that surrounds the VoC and optionally sets a much needed stepping stone to other sides of the story.

What surprised me is that I got all this in less than 3 hours, and all that whilst Ubisoft came up with AC Valhalla, which has as I personally see it a lot of its homework from watching the 2013 series Vikings by Michael Hirst, but that could just be me. 

And my largest fear is not that Ubisoft goes into this direction, it is the massive amount of bugs that they put into the game as well. Even now we see (5 hours ago), that there are arrow bugs that are not fixed, I wonder if Ubisoft will ever learn, I might just buy all their IP. I still have $20 left, it should be enough.

Oh, before I close the story, instead of merely assassinating people (which is never  waste of time), I thought it might be prudent in line of the VoC to add a diplomacy part, so whilst some need to be killed, some people should never be killed, as such the thieves are more important now, they can be used and when used enough they will teach you skills too. Something that sets a larger premise towards using allies. Just an idea.

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Building NPC faith

We all have it, faith in ourselves, yet in gaming it takes another turn and even as I am a catholic, religion in gaming is often a cautious stage, we might have liked faith in the Assassins Creed, but as it is a historical piece of work, there is not a real problem, yet what happens when you want to make an open world, what happens when you work on a new RPG? Setting sides is a larger problem than you think, unless it is a side no one has. So as I was listening to R.E.M’s Losing my religion last night, a thought occurred ‘What if I create one?’ It is not the weirdest idea, and I have had a few thoughts in a life philosophy for a long time, I just never considered using it in this way. 

Opposition
Yes, there will be opposition, there are people (gamers too) who wonder if religion should be part of any game, but in an RPG we have a reflection and like it or not, 95% of the planets population has some form of religion at their back, leaving it out tends to be a lesser idea. It might not be needed for action games who wield the religion of lead and boom, but in a sandbox setting, and anything a little more complex than Minecraft, religion tends to rear it (at times) ugly head.

In this I set the image of the ‘faith’ in a version like Rodin the thinker, three men, with backs connected, showing the three sides of a person. Holding a book (or scroll), the educated man, he thinks through, he learns and if need be, that person adapts. The second man holds a plant with a butterfly, the spiritual side, we are all part of a greater system, plants are part of us, as are the animals and as we accept that we are part of a greater system, we might find our place. The third man holds a shield, the physical, we do not go out to hurt, yet we must always be ready to protect from those wanting to hurt us. A setting of three sides, all seeking balance within us.

Premise of my origin
The origin I designed in the past (a long time ago) was set to a triangle, we are the triangle, we as couples are actually two triangles, each side is one element, there is a physical element (sports, or anything of a physical nature), there is an intellectual side (anything academic, or anything relating to comprehension) and a spiritual side, two of the elements are our foundation, we all have this, there is no exception, optionally just denial. As we find a partner with the same grounding (academic & spiritual) for example, we connect better as the sides of the triangle are more alike we connect better, longer and optionally deeper, As the triangles are closer to identical we are connected more complete, but this is rare, for example one might be all about physical sides, sports, hiking, camping, the other less so, so as the length of that line differs, the stronger it differs the less we align, but there are three sides, we align to the side that is the most in common, the educational side tends to be that, consider all the high school and university sweethearts, and there we see where eduction, with either physical or spiritual tends to have been the grounding of the triangles, I believe that as only one side connects, we are either a friend (or companion), a lover or a romance, with only one side aligned it does not last, parts of this is seen as the The Triangle of Love, but I believe that it goes with any of the three sides. The connection of two sides is required to make the commitment work, the more aligned the two sides are, the better the fit, if the second side is too unaligned the result is pretty much always the same, it ends in divorce (which doubled in the last 10 years), having an alignment of all three sides is utterly rare, I believe that for the most, brothers and sisters as well as twins share this, the love of their family, the need to equal, the drive to push both sides, it is something I merely observed.

So why do we care?
In gaming, there is the need to evolve the NPC character side and as such the triangle as given to any person, not through self evolvement, but in a premeditated stage would give a larger NPC alignment in many facets, and it matters because any game above a certain size either has a way to set the premise, or you need to set the premise for EVERY NPC, making the game almost impossible to manage. Yet if the physical, emotional and spiritual stage is set to one triangle as well as the interactions, you get a much larger stage with almost no event setting, you merely have to apply the same coded interpreter to all NOC, they all basically rely on the same subroutine. They are all guided by their own faith (their spiritual side) and as such you get a whole wave of options and as they are all influenced by elements that are not identical, we see an NPC  community that differs per player, a stage where we all adjust to OUR play style and more important, as the NPC does not react alike, we get a whole new game from day one. And many players have a setting that their neighbour does not. When one has faith in ones self, the game changes for all concerned, that has been a truth since the game Pong was designed, we merely adjusted the paddles to be a lot more interesting.

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Copyright? Copy left

As a trained IP attorney (minus the experience), I am always in line with IP and the traps and tricks are to some degree well known to me, so one question with any design my mind makes is “Is it more alike to the previous version, or not?” This is important, I have no doubt that making TESVII: Restoration myself implies that Bethesda (or their legal team) calls and demands all the materials I copied with an added cease and desist and that would be fair, IP is protected and I will not copy what is not mine, but a good idea is a good idea and that is a larger stage. As such, my mind has been considering a new version of seven cities of gold and when I saw new, I mean totally new. The part of exploration is pretty much the only part that not all mine, but that is too generic as such my version has options. 

As such the game is in two settings, the first one is the original world, with all the bells and whistles and the gamer can start (and should start there) so that he or she can get their feet wet. After this and after the immediate training, you can start a second game, a new game, yet this version will redesign the world, so you will be in a massively new area, an area that differs largely from the original. It will design a new map roughly 1000 by 1000 miles, you start in one part, and that is 200 by 200 miles. You get to explore, map, set sights and start foundations. You get to build a fort, from the fort you grow a trade post, from there a village, a town and if you are good enough a city. But it is not merely ‘building’, you have vassals for that. A city with infrastructure, religion, logistics, a setting that grows with every choice you make yet it is not that mundane. As I was thinking it through, I was listening to Jordi Savall, and a  consideration grew, what if music is part of growth? As the town band grows, its music increases, all production goes up, yet not always, some react to the beat, some to tempo and some to melody, as you set the stage for the local music, you set in motion a choice. We explore and we find, but there is a sort of randomiser in play, so not everything will be there, some parts will be, some will not, some area’s will have hides, a forest has lumber and as we explore what is and what can be grown, we alter the foundation of growth, the game needs to be entertaining, but it can be educational as well. When we played Civilisation, we had the research to make changes, what if something like that is in the game, but different? What if we had writings, but we set a larger stage with laws, we make choices, common law or civil law, later the introduction of accounting, criminal law and taxation, but they can only come into effect if certain conditions are met. And when the addition is made we see the larger benefit, politics, republic, monarchy, all choices that impact the bottom line of life, but we need to see the changes in a larger stage, the settings of natural laws, the benefit of a nameless religion (in the beginning there was a benefit), yet all these elements are in a different shape, this is not civilisation. So what happens when the world is a 1000 by 1000 miles and you can run through it all? Transport becomes important, we start with horses, and as we see more and more challenges, we can also fathom the impact. We get to shape the world as we see it, as we want it to be. Run around like in AC Brotherhood, but here there are no shops, no banks and no buildings, we get to build it all. Build to close together and space becomes a problem, choose the wrong location and you might be cut off from resources a town needs, we want an exploration game that is true to reality and the new consoles allow for that, cloud gaming allows for that. So when you see the AC Brotherhood map below, consider that 25 times the size, if the X and Y axes represented 10 miles, consider it now at 50 miles in each direction, and that is merely stage one.

What more, whenever you make a new game, you get a new map and you have no idea where you are so navigation and cartography become important, no YouTube in that space, in 1607 JamesTown was founded, consider that stage and see if you can do better, a game that has its own little sidesteps, because wildlife could kill you as you ride too far away, no option to get back in time, as such you will see the results of choices. Seven cities of gold was a great idea and what they got out of the CBM64 with 38Kb of space was pretty awesome, so we can take that idea and evolve it into something really serious and from there we get something entirely new, something never seen before, and all this in a third person view, not a top view that is map like, but the actual view, and consider that you might be playing a very different set of rules from your best friend, you can actually consider discussing what the best road to act is, a game setting we rarely see. 

Is it doable? 
I believe it is, the new consoles, PC’s and cloud consoles (Google Stadia) can easily deal with it, the question is, can it be done in such a way to entice the player to dip its toe in the exploration waters and see what will come next? I am game, but I am merely one view, there is a commercial side to this and a game designed to appeal to 10-499 people is not a triumph, it is a niche that has no place to go, it is the 3-5 million group we want to reach, that makes a setting achievable and something worth pursuing. It is merely my view on the matter, but I believe that banking on value for money is never a bad idea. 

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An optional ignored path

It happens, we sometimes overlook it and it is not a bad thing, or an evil thing, it just happens. In the last week I have seen so many stories on Cyberpunk 2077 and the bugs that I wonder (after laughing on some of the Tik Tok issues), did we forget something? Some other articles made mention of this, as such, I am not alone, but for me this morning started when I looked into the Cyberpunk 2077 art book and saw what most forget, or optionally ignore.

Cyberpunk is a massive achievement. Yes, CDPR (CD Project Red) needs to be scolded for the bugs, but they did something incredible. They created a world, a world that only existed in the mind of William Gibson, who created cyberpunk with Neuromancer. The book is filled with game advertisements that set the tone “Real Water, only 99E$ /Gallon” with really small print disclaimers, yet the foundation is there, Cyberpunk is more than merely a game, it is close to a real sandbox where we see a new level of quality gaming (without the bugs), the art shows the people, the weapons, the ammo, the transports, it is more than nextgen, it is actual newgen, it is an attempt (so far not completed, or achieved) that sets Cyberpunk 2077 apart from all others and with the choices you make, you will be able to play, play again and play again, never being bored, because there are so many outcomes, options and choices to make. A game any developer could be proud of. The car brands, all new, but founded on brands and brand approaches to cars we see now, Herrera (Jaguar), Thorton (Tesla), a dozen brands all linking to what was, giving us what might be and the art never stops amazing, that is what we see and CDPR almost succeeded, so when the patch comes that changes it all, those who let go of their game will not be happy, I get it, they feel unhappy and they have every right to be, but I saw more, I will never let go of this game, it shows a world that William Gibson dreamed of and now the PS4/PS5 and its Microsoft equivalent get to show what could never be shown before. When the game is finally done, it ill be the greatest race towards VR that any game had ever achieved and then some. I just went through 192 pages of art, cyber advertisements and I see that CDPR did something wholly amazing and unequalled, when they get it right, they will surpass Witcher 3 by a fair amount and I never expected that to be possible. A (sort of) sandbox game that sets a new stage, because you can select stages to focus on, making the missions and optionally the outcome a different one, Net Running, Edge Running, Thuggery, corporate tools, the options are there and we limit or open to selections, something Bethesda never achieved (not their fault), so even as I understand ‘CD Projekt May Face Class Action Lawsuit From Investors’, where we learn that the attorney looking into the lawsuit is also an investor, we see a different stage, here we accept that CDPR is not proven innocent and that they might face issues, yet what all the shouters around the non-success at present fail to see is that this game is so much bigger than anyone saw coming, I wonder what would take the setting to be a successful one. In the first, just like I slapped Ubisoft, CDPR should not have released the game in this form, I will hold onto it, but I understand that others might not and that is a choice we all need to make, but the art book (I have the hint guide as well) shows that this game is more than some path walker, the makers tried to make something never seen before and if they fix the issues, they will do that and Cyberpunk 2077 will get a new narrative that ill hold for years and others will try to get close to this achievement, optionally forever failing. The difference with Ubisoft is that Ubisoft makes a new iteration (Breakpoint, AC Unity, AC Odyssey, AC Valhalla) and blows it, CDPR did something we had never seen before and blows it too, but the premise is already different. Ubisoft merely made version X, CDPR made version 0.8 and it is so much more than anything we had ever seen.

Yes, not ignoring the bugs, but beyond that is something new, something beautiful, beyond Ubisoft was merely more of the same and I expect that they will make the same mistake in FarCry 6. Yet when we see the Malorian Arms in Cyberpunk, we see something Heckler & Koch wishes that they had designed it. And all this and more is all over Night City, which is massively big. No matter how we slice it, and some will focus on the bugs, and I get it, they are there, what is also there is a diamond in the rough, a diamond unlike we have ever seen before, I just hope that enough will see that soon enough (after the new patches) to turn the tide around for CDPR, as fr as I can tell, even as I am happy to present, they might have been better off announcing a delay until February 2021. It might have been the best course of action for them at present.

One thing, and they might do it to make up to the gamers (if William Gibson agrees), get one of his stories, for example Neuromancer, or Johnny Mnemonic into the game and each chapter the gamer finds will opt for some skill enhancement, just an idea.

So at present, I merely did the intro, because I want to avoid the bugs and I am happy to wait, what I have seen clearly shows pure greatness (well the bug free edition anyway), it is a path some are ignoring and that is not their fault, or their shortcoming, it is their choice, and the bugs as they are makes whatever choice they make a valid one, I recognise that, yet after so much gaming mediocrity, I prefer to wait until there is a final version. As I see it definitely beats another iteration of Assassins Creed or Far Cry, yet not Watch Dogs, that one, apart from some glitches, they really got right.

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The completed list

It happens, we had a list and we completed it. It is nothing dramatic, earth shaking or revealing, it merely is, but it feels like we completed something larger than it is. For me that happened about three hours ago whilst I was contemplating upgraded gaming IP. There was a tank game that I had on the very first iPad, I conquered the game, completed most of it and at some point, I could no longer update that iPad, so I deleted that game (something I regretted more than once), anyway, on my new iPad Air, I got another game with the same basic approach, so I was happy, it was the only game, or app that was missing, now I have an iPad, like the first one, all the apps, all what I need and it makes me happy, it is nothing major, but like any completed list, you somehow feel like you really made an impact, I am no exception there. 

As such, my mind wandered into the upgraded Millennium 2.2, a game I originally had on the Amiga, I got the game somewhere on abandonware (I forgot where I left it), but I think that this game can be remade on Apple, instead of charging people, the game is initially for free, for $3 you can upgrade the game, as such, your plants on the moons work 20% more efficient, the miners will get 20% more and 2 additional resources can be found there. No ads, and all flyable units will be 20% faster. As such, the game can be played and those who love it will buy the upgrade, those who do not can complete the game in a slower fashion and watch a few ads. I also considered what more the gamer could receive, you see, the Amiga had no more than 7% of the power and available options that a modern laptop or even a tablet can have and as such, I think that the makers should consider upgrades. In the first, the solar generator part was way too shallow, in light of that, we should consider adding a part to that. Not merely a generator, but any part of the station (research, resources, life support and production, they all need their own generator, with a smaller addition to power the base as a whole. Research also needs an AI part, and of course that will only work with a more powerful generator, the stage of how much power there is for the AI decides on how much extra he can do, a small sub-game with two sides (not original mind you), one is based on the RAM game from Paradroid.

You get to choose the side, but there is no opposition, as you have more power, you get more bits, the more you unlock, the more efficient the AI becomes, then there is the second setting there the AI has to unlock any new section, not unlike the phone tap in Covert Action, Yet this part is depending on how good you unlocked the first part, a lousy generator means less options and less choices, as such, you have to create a new net every time you update, but you only update when a new segment becomes available.

And you do this for every station you create, but if you are creating a base on a moon near Saturn, you need a much more powerful generator to get anywhere near the basic power levels that the moon requires. OK, not all new and original, but one segment requires miners to go to the asteroid belt, there we can add originality by actually scanning asteroids and when we have done this for the first miner, we can lock the elements in and it will seek for those settings in every subsequent flight (to avoid dreariness), from that point onward a lot will stay the same (the original scored 90%), I wanted to add things as the game can be done in 20 hours, I wanted to add to that so that people will enjoy it much longer, but it remained a game that they can pick up when travelling and have a nice time whilst travelling. The original game sets us on the moon, as does the remake, but the original did not use the moon as a lore creator, there were probes for scanning, but I want to add to that (and if you unlock the full AI set), where we use the actual moon locations, to find debris that will allow more research. For example, the Hasselblad lenses on every moon lander are quite the achievement, they are still on the moon, yet these lenses will allow for upgraded scanners on probes, and over time will allow for more advanced scanning of locations. When we consider what the Americans, Russian and Chinese left n the moon, there is a lot more we can do, we can add to the original version, there defence was limited to a Launch Fighter, or to Activate Laser, when a rover is found we can have a Mobile Laser and when we get three rovers (one Russian, one American and one Chinese) we get Automated mobile laser, which is twice as efficient. We could even consider adding the Israeli Beresheet, should we find it, the laser becomes more powerful. So many options, not enough places to look. 

We can add so much more, without hurting or changing the original game. I had the same approach when I looked at a remastered Murder on the Zinderneuf, that is if EA no longer has a claim to that IP, and the less said on Seven cities of gold, the better, all optional stages for millions in micro transactions, without spoiling the fun for those who cannot afford that, if Igor Bukhman and his baby brother Dmitry Bukhman are any indication, I am looking at at close to half a dozen titles, each with the optional setting of 5-10 million, and in that it is not the silly sales notion of ‘what if’, it is the stage of ‘would you also like to’, the second stage might not seem like much, but when a person gets the option the choice to spend $3, it is all that is needed and a million times over that will start to amount to serious cash.

Will this be a new list? Not sure, I am focussed on my 5G IP, that does not mean I will look away from any new challenging puzzle that show the people that gaming can be fun and it is not founded on pay per challenge, it is the one part that Mass Effect 3 really got right. We forgot about that title, did we not? And even as we look at what other games can contribute, the setting of Covert Action, the stages of Paradroid and a leap towards 7 cities of gold are all stages (providing that the IP is available) that people overlooked, I cannot fathom why and that is before you consider that Ubisoft is also sitting on a few million that they seemingly forgot about.

We all have lists to complete, I merely wonder why some decide to leave theirs in some drawer collecting dust. Enjoy the weekend, and if you hear the US Secret Service knocking on your door, don’t forget that most of the US Administration has been hacked, they might not know where they are. oh… didn’t Activision have something on that?

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