Tag Archives: antagonists

Without intro course

Yup, almost going there. You see I got to this station in a slightly unusual way. I think it all started about a week ago when I saw the mermaid show on YouTube, where a youthful young lady (looking a lot like a partial tuna) was swimming in the Dubai aquarium with the sharks around her. Then last night I had a dream where a woman looking remarkably like a young Kelly Lynch (Roadhouse, 1989) was getting eaten by a shark. The setting however was that is was orchestrated (read: murder). The culprit had overlaid the back of her tail section with red paint and waxed that. The red paint was a stage of aloe vera and fish blood, the wax took the smell away. And after a minute of swimming, the wax started to give way revealing the fish blood and that had the sharks attention (all of them) and human blood might not be their forte, fish blood woke them up and send them into a frenzy eating the badly tasting tuna and destroying the evidence in the process. 

There was no intro, this was a clear act and there was no culprit in sight. As such the dream did not make sense to me, other than a scene for a movie that was not yet made. But it was several hours later when that scene opened up doors to the stages of an RPG I have been writing here. You see, we think of small terms, but in the age of streaming this stage alters. And to prevent rehashing the same missions I am doing now in Skyrim (and enjoying every second of it). It dawned on me that a new kind of NPC hoodlum was required. Also the stages I am writing about take a different approach. So what if someone was ‘colouring’ the clothing of fishermen and when they go out, the dinner bell smells loudly in the waters? I had been tinkering with a new NPC approach where we could evolve NPC reactions and options, but we need a similar stage for the antagonists. And lets face it, murderers tend to swim alone. Like rogue males in a contested battle arena. As such I would need half a dozen storylines each with a mastermind, some henchmen and  a setting. Most work for money, but some have other drives and as such we create 6-12 storylines all with location settings and targets and the nice part is that with every new game these settings alter. So different locations and different people. Yes, the methods can be identified, but you will not play the same game. You still have to find out who is the one you need to kill as well as finding the henchmen in that caper. As such we get bandits, assassins, smugglers and revenge minded people. This is a stronger setting because smugglers and revenge minded people might not be acting legal, they might not be wrong, they might be good people upping the ante of the game and your game play. 

Then we get to set out the bandits, they are clearly in one set minds (greed and lazy incomes). Yet as they are in different locations and in different locations per game that gameplay will alert you to unexpected sides as well. In some games we go to the same places, especially in the beginning of the second game you play. Yet what happens when you do that and you find a very different adversary, or none at all? You are merely off your game, you get to immerse yourself into the lore much more strongly and is that not the essence of any RPG? 

As such I have found another gimmick all in the new game, all options the RPG designers to the best of my knowledge never aimed for before, in the first it was not possible, but now we get to the stage where the consoles CAN offer this, but the stage is not explored. Or perhaps they are still working it out. But in all, this is where the streaming systems can evolve into the next console of choice. There is no intention to take out the PS5, but consider it net to your PS5 and Nintendo Switch. Sometimes you want to drown in RPG  for so many hours. It is good that there will be a system offering this to you. 

Consider that thought as you sleep through your weekend and thoroughly enjoy that sentiment.

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