Tag Archives: gaming

What should be done

This is a personal view. This is based on personal experience and on personal feelings and believes to create a great game, a great RPG. There is plenty to not agree about and you might be right. It is merely my personal view on the matter. It all started a few hours ago when several Hogwarts legacy videos passed by, I looked at one of them, and soon thereafter turned it off. For the most so that I will not be hit by optional spoilers. I also saw a few headlines on how it might be bad, how some people claim to be experts. I am not one of them, I merely give my view and it is not connected to any part of the Hogwarts or the Hogwarts storyline.

Part 1
In part one we need to set the ground rules. As an RPG, I believe that the largest power is replayability. So when we use the HP movies as a backdrop the game will need 20 main story lines. 4 houses, each house has its storyline, with 4 intersecting stories. As such if you start as Hufflepuff, you get the Hufflepuff story and the three non-house stories and one generic story. That makes 20, also each house will have 25 side quests (could be 50). As such we end up with 100-200 side quests in total. Finally there is a red wire and I personally think that JK Rowlings should do that. 4 small books of 50 pages each, every storyline will have 50 hidden pages, it is about (for example) the origins of the house makers, Godric Gryffindor, Helga Hufflepuff, Rowena Ravenclaw, and Salazar Slytherin. The story is only revealed when all 50 pages are found and then a small booklet will unlock on the system that the gamer can readSo after 4 play throughs all 4 books are available to the player.

In that setting when one game is completed a new Game+ is selected and you go from the beginning, yet in the second game any of the three minus the one you already played becomes available. Now we have a game people will run to the shop for.

Part 2
All what I write would still be possible in the game no matter how it is staged, not even the storyline is messed with, that can still be there. As such the four generic stories will be connected to the house, but will not be connected to it. As for the side quests no more than 10% can be replicated to other houses, so it will be a large stage. It also comes with limitations (I love those). Side quests on potions are only available to Slytherin players (as the potions master was Slytherin), Gryffindor and Ravenclaw will get magical creatures quests and so on. 

As the screen shows, each house has quests that link to a non house, so if you had Gryffindor in game one and Ravenclaw in game two, the second game will offer a rerun of the Magical Creatures side quest, but none of the others. 

I believe that in such a way a massive wave of replayability is offered whilst at the same time offering a large fountain of playability. It would create a direct dent in what Bethesda offered in its games, it would be close to unparalleled. And let’s not forget the number one rule, it is merely my take on the matter.

It is merely a small part, and this took me less than an hour to think through, more? Yes, naturally, please ask the makers of Hogwarts Legacy and if they want to use what I just wrote, it is for them and to at their discretion to use, a simple equation.

And I leave you with the small stage. This took an hour (at the most), so why can’t Ubisoft come up with this stuff? They are the multi billion dollar corporation, so what is taking them so long? 

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The mobile reward

We love the words ‘free’ and ‘rewards’. In this I am no different. This setting all started when I was taking a look at some version of ‘merge life’ iPad game. The game starts nice enough, challenging enough and I saw the warning ‘absurd amount of advertisements’ yet initially when I started that was not really the case. So after 10-15 minutes I had reached stage 2 and the game was oddly satisfying. It was then that the advertisement wave hit me. Close to one advertisement EVERY 30 SECONDS. Yes, that was absurd and after 2 advertisements I deleted the game. But the mind took a wander and I remembered something from the AC Brotherhood time. Yes Ubisoft did do good things, even innovative things. But the idea got twisted in my mind to something more. I wrote in a previous article about games for Amazon Luna, not sure if I did this (I have written over 2000 articles). There are two stages in this.

Stage One
Board games. Most forgot about the power of board games. They are simple games, but a setting we always return to. We do not need to kill everyone (I mostly do). There is tranquility in a game of chess, a game of checkers, a game of Monopoly, a game of Backgammon, a game of Shogun (and so on). But what w forget is that most people prefer to play alone. Now, there is some need to connect to like minded people, people who just want to play a game. For them there are three options. Set up the Luna to facilitate for 2-4 players, connect to up to 3 online players and play alone with computer managed NPC’s. The powers behind consoles and streamers forgot about that, didn’t they? Now the optional connected IP is separate and for another day.

Stage Two
When it comes to rewards, Ubisoft forgot a side (it was fair enough) but when we have mobile games they could lead to a lot more visibility. For the example I will use the Fable Pub games. You play the games and you get the rewards. In the mobile game it might be about money, yet the goal is to get to the 5 star (might have been 4 star) point. When you get there you will get 2 rewards. So each game there (Keystone, Fortune’s Tower and Spinnerbox) will result in a direct reward, a weapon, or an outfit that is linked to Fable in Amazon Luna (just as an example), the second reward is a Luna Key. Each board game will get a Luna Key, so if you play 4 games, each of the 4 games will get a key. And the Luna key will open a special option. So in the examples given Chess will give you a new board and a new chess set, Backgammon will give you a new board and stones (there are Indian, Egyptian boards and stones), Monopoly will give you an NHL, NFL or other city board, Shogun has additional colours and Japanese family crests and so on. Additional rewards that can grow the interest in other games and that is beside the setting that could be offered. All stages forgotten or ignored and why? Is the setting of a Luna Key so complex? Is the setting of offering the player something more not enticing? I would think that with all the bugs Ubisoft introduced they might go overboard pleasing the customers they so often disappointed. 

The stage of giving a player more is important (and growing in need), especially now. There are the bugs the glitches, yet when you add the congestion it comes down to the choice of limiting yourself to urban players, or give rural players options to play when there are too little. There is also the need to feed the beast (the players), they need to go to work, they need to be somewhere else and setting a stage where the player can optionally play a fitting mobile game (like Ubisoft did for AC Brotherhood) where the player can play to get a new unique 5 star blade, pistol, outfit or whatever. A stage that adds to the game, not replace it, or circumvent thresholds. Offer more, offer unique and they will love the brands they embrace even more. Machiavelli stated (in some form) “There is such a gap between how people actually live and how they ought to live that anyone who declines to behave as people do is schooling himself for catastrophe” it gives the setting for leaders to adhere to needs, but there is a hidden side here. “There is such a gap between how people expect rewards and how they should see them that anyone who declines to lead as people expects them to do is schooling himself for massive setbacks” It comes down to the stage of what exactly is a reward, if it needs to be earned (not paid for) it will grow in value, and gamers are all about earning showing that they had the goods to play the game. As an example CDPR (makers of Witcher III) created an in-game game named Gwent, we got to play for extra’s and it became a separate game too, now that game makes well over a million dollars annually. People got into the game and now it is a separate game that is leading gamers to more and the gamer has become willing to pay. The setting is that it is free and as people get into it they will spend the few dollars they need to get more cards and expansions. For streamers it is not that easy. The enticement of a monthly fee needs to be there, so as games add more value, the threshold for gaming THERE lowers and people become more eager to play and will play for all the free rewards, which is an oxymoron. As gamers get more by playing, they will play more and call other people to their cause. Yet we must not forget that at times the player needs a solitary moment and as systems accomodate that, the gaming borrow will become ever more comfortable. Consider the board game Man, don’t get angry (Indian: Pachisi). A 1914 game that so far has sold more than 70,000,000 copies. Yes most in an era that is pre IBM PC XT, yet we have always returned to places of comfort, for nostalgic reasons, for the simplicity of play and for the stage of pure randomness. You see too many games are all about changing the setting of what the dice do, too many are seemingly less random than we think and within ourselves we see that, even if the brain is not detecting it yet. You think it is chance that you are one square away from winning when the ‘computer adversarial pig’ throws double six? We automatically feel that it is bad luck because we see ‘dice’ but we forget it is a computer animation and that setting is starting to bite more and more, so the power of real randomness, of a real chance to win is becoming more and more important. In this as Amazon is developing games and Google is not, they have the advantage (I do not know where Netflix stands at present). And it is up to Amazon to create the most comfortable burrow (read: man cave) we can have before the competitors catch up. For now they are all about ‘Let Ubisoft do the cool stuff’ (glitches included), it is about comfort levels, especially in gaming. Niccolò Machiavelli wrote about this in 1513 (yes over 500 years ago). The greed driven seem to ignore it, the lesson was quite clear and whilst the greed driven come up with more versions of some form of Antón Castillo we can just investigate the list and see that games like Call of Duty did make $20 billion, but it is a mere 20% of what Pokemon made and Pokemon for the most is Nintendo only. There is an upside to tailoring to fun, it is what the people want and it is a lesson Microsoft (Sony too) have forgotten to much, too easily and too completely and it makes Nintendo the real threat to Sony, Amazon could go a similar route and surpass Microsoft more easily than they think (the fact that Microsoft is often in denial helps too). 

As I see it the consoles (streaming or not) is one, yet the ability to correctly connect a mobile or tablet has a lot more going for it than most realise and as that link is more and more visible the connected system (console or streamer) will reap additional rewards as well.

Just a thought, enjoy the day.

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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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Until the lungs give out

I have been thinking of the RPG game that I set up as a free IP for Sony and Amazon developers, a sort of exclusive freeware IP for all except Xbox developers as a response to their Bethesda tactic. There were several parts set in earlier articles, but over time my mind got bogged. I had a new version of arcane characters, I set the stage to replaying the game in new and never seen before ways and as I looked at the past, my mind went to the future. I added different stealth parts and I added new elements to other sides of the arcane. Yet the fighter class remained. And now I add another part of ranged fighting. As you see in the image (I believe in emancipation, so both genders can be assassinated) yet even in the past there was a stage of armour, and precision. So as you see can see that there are to aims, the size of the circle is influenced by distance, by stamina (out of breath) and the stage is also hindered by people wearing armour, so we have a much larger stage of getting the ranged attack being successful, slightly unlike in Skyrim where I successfully expired people, animals, draugr, trolls and even dragons with my bow and arrow. The Green Arrow, Robin Hood and William Tell would be proud of me. It is a good feeling, although I do know that it is a slightly delusional one, if it was real the digital graveyard I filled would be greater than the city of Tokyo (10 years of Skyrim does that), and as I go forth I considered that we need new ranged weapons, not more of the same, so the blowpipe became a reality. Also there would be a stage to evolve the blowpipe, just a it happened in history. Different woods, different arrows with optional toxins to paralyse, sleep or poison would add to that impact. Than we get to the stage where we always run to a blacksmith, but the blowpipe is different. Several of them do not come from the blacksmith, the stage of that allows for more options in the game, it will also add to additional (read: different) skills to master. 

As we see in most RPG’s the bow and the arrows, this game will have the pipe and the darts, there will be additional darts and there will be an additional ranged weapon. I wanted the weapon to add to your abilities, not forced to set a stage for guided evolution, so I came up with an altered rungu, The rungu is still there, but there is a cup added to the other side of the stick opposite of the ball-end of the stick, making it a rungu able to throw with precision and much harder a stone at the head (or other body part) of any target. With the rungu we set a new need that we haven’t seen in a while, a ranged weapon that needs strength as well as precision. So as we add weapons and add choices the player can evolve more towards what he or she prefers and chose a weapon that fits the need. In addition to this, I want to make add a personal style. I want to add the main-gauche into the fight, not merely relying on sword and shield. I personally always loved the parrying dagger and the stage sets a new style of fighting and we get an altered level of fighting. It is essential to offer a different stage to what Bethesda has, it makes for a much more acceptable game that is a lot less of Bethesda like gaming, we need to up the game and change the game, so I opted for that. I am also considering altering the spear to be adjusted so it can work underwater, a sort of speargun (rubber driven) with a rope, yet in all this we see the need to add to weapons, not to set a stage where we have 15 weapons. A stage thought through so that we have a larger playing field that is new to those who prefer ranged weapons (me being one). The parrying knife gives an added side to stealth (especially when you are seen), and as I loo what I had wrought in the digital world, I see the need for graveyards, the setting of plants only found in cemeteries and optionally a few herbs that have arcane and alchemical uses, all sides that Bethesda never used, so I am adding them to the IP I create for those ready to make money in creating original (read: limited exclusive) Sony and Amazon games. 

A day well traversed and that is when I consider that this was the second article written, I had to make sure that gaming was not forgotten or ignored. And we can do this until the lungs give out after which the blowpipe becomes useless, so there is that consideration. 

Have a great day.

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Gaming to get a degree

This is a state we should consider. We all have had our share of subjects that made us shiver in secondary school and college. Some ran away from these subjects, some cheated to pass these subjects and some dug in. I was the third group, but it was close. There was every chance I could have gotten into one of the other two teams.Yesterday as I was mulling things over I took a look at Law Empire Tycoon on my iPad. Things were happening in the back of my head but it was still a silent whisper. A second part was that I was rewatching the West Wing (I am now at season 3), and it took a little while for things to step into gear. The idea was forming in the back of my head, but it was a whisper, nothing more. Today the idea pretty much exploded in my mind. The game Law Empire Tycoon is an adjusted version of Bullfrogs Theme Hospital. It is not a copy, it is the same style, the same way (in many ways) but it is an original game. The graphics are new, the interface is similar but it has a few more sides to it and a few added complexities. It is an excellent game (as far as I can tell at present), like all games it does need some infusion of dollars, but not too much and even if you do not, you can still play the game, but a lot slower.

I wonder what happened if we turn this system around and make it an educational tool. Consider the White House, congress, US house of representatives and these are three games where the people learn, really learn more about their government. It can be the foundation for similar games in Canada, the UK and Australia. A game all set to teach about government. It will have a few sides and it will have a few questions left, right and centre. Yet it could be an idea and the makers of Law Empire Tycoon have a larger setting ready, so are they the ones creating an educational game that teaches the people parts and sides of their government. It is merely an idea, yet will it work? I am not certain, but it is an option to consider, especially when the student (gamer) gets the lowdown and learns in a way books seemingly are not doing it to way too many people. 

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Missing hardware

This train had been on route for a while, and there are a few reasons for that. In the first my mind took the easy road, but as I pondered the stage again and again, my mind was trying to view another road, even if I remained unaware, I try to not look into the back of my mind. It is a messy place and covered with corpses. We all revere the idea’s we complete, but the others not that much, in this I am just like anyone else. There is no excuse, like a good IT person, I can be as lazy as the next person. 

The new hardware (of course a free idea for Sony and independent Sony Playstation and Amazon Luna makers is set in two parts (I’ll get to them soon enough). The thoughts came more clear as I was finishing the last Harry Potter movie. In the back was also an idea that Peter Molyneux had in Black and White, the gesture system. But it is one of the few times that it was employed. Harry I Potter games are a natural thought and Someone made it a harry potter game as well (Book of Spells), I never played it, but the wand was ugly as hell, It was a mere sign of the times. 

Now consider the image below, a wand we can buy and they are there for nearly any Harry Potter character, now consider that in the next batch onwards it was two small compartments, each for a cylinder that is no more then 3mm thick and 11-17mm long. One at the tip and one at the handle with two small metal points that connect to the inside, so that it can be charged without opening your wand all the time. 

Now consider that the first part is like the observer, like what the Nintendo Wii had, but not in one part, in two parts. One goes to the middle of the upper or lower side of the TV, the other to the middle part of the left or right side of the TV, two parts so that the scan will be much more accurate (even thought the Wii was pretty accurate), the second one, the locators are in this case in the wand, or perhaps a steering wheel, a sword, a bow and arrow and we can go on from there. 

Locator

These locators can be ordered per 2 and are relatively cheap. Yet what is more interesting is that a gamer can now get ‘almost authentic’ wands of choice, the gamer gets to choose and as we see the market bounce back, we see a much larger stage, because who wouldn’t want something almost geeky alike whatever they love? The steering wheel of Steve McQueen (GTA V), The sword of Viggo Mortensen’s Anduril (Lord of the Rings), you name it we tend to get overly enthusiastic on some movie and some special item, the Lord of the rings gets to hundreds of millions, Harry Potter Merchandise is well over 20 billion and that is a mere two movies. What happens when we add the Fast and Furious steering wheel that Dominic Toretto uses? And there is an upside, you can go as expensive, or keep it as cheap as possible, the steering wheel would merely need to two small hidden compartments with the two small connectors for charging. The generic locators would do the work with the scanners on the other side, and as the group of games expands over more devices, the gamers can consider buying two more locators, I reckon that a gamer will end up with 3-5 locator sets, they’ll start with one and buy another one when they get the two games they always wanted. After that they will exchange the locators to their new device of their game of choice, yet a steering wheel can optionally be used in nearly all racing games. The sword in plenty of games and as we see this grow we see a more complete engagement in gaming, something all game designers hope for and by setting the premise of a steer or anything to be as cheap or as realistic as possible will open new markets as well. Yes for the younger players that thing that case with the Book of Spells will suffice, but when that 9 year old turns 15-16, they want something more alike and those wands are anything between $9 and $90, it will be open to the gamer to decide what they spend on, we merely need to add the hardware to allow for that and as their choice of gaming adjusts, the locators can be moved from one to the other. 

A new stage where some will chose the cheap plastic sword and some will go for the Weta Workshop originals (or is that near originals?) It is up to you to choose, but we need the hardware makers to consider that there are parts of any choice that rely on the decision of the gamer. That is how the market rolls and we need to adhere to that because if gaming cannot lead the way the other markets are pretty screwed from the word go. That is a clear sign we have seen over the last 20 years.

Is it an option? I believe so, I believe that the markets are ready to show us that they can offer something new, is it enough? Time will tell.

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Presented choices

There is a flow in two directions, it is in most of us, it is stronger in the people who actively engage in critical thinking. It is often mistaken as ‘the devil’s advocate in us’ and I have made the same mistake. This is a dangerous place to be, not precisely dangerous, but hazardous. You see, we want to give ourselves time to mull things over and often that is good, nowadays with COVID, vaccines, lockdowns and other things happening at the same time it is hazardous. You see the media is no help, they are in it to create click bitches and stir flames, which gets them digital advertisement funds and traction. When you mull things over too many people are in a stage of making up their minds whilst the media is trying to cross them over to a field that benefits THEM and not the reader. Unless you are able to reject ALL media at a moments notice, that place you are in to mull things over goes from hazardous to dangerous and that is when things fall apart. The doubters get pushed into a place where they are slightly too uncomfortable, but not uncomfortable enough to forcefully take a stand.

This matters as gaming is in a similar place, or better stated the gamer is in an RPG game and is left to mull things over in doubt on what to do. There is a correlation of inaction towards too much signals as well as no signals at all. The brain seems to find the stage of non-signals too unnatural. And that is the stage any new RPG will find themselves in.

In the past it was not an issue for the mere reason that technology was not ready, now that it is too many gamers expect there virtual life to signal them in a similar way and even as technology is there, the game makers are not. 

It is not a setting of what to do to make it fit, it becomes a stage of adjusting the gamer to the ‘new life’. I was reminded of that in the last two days as I was rewatching the Harry Potter series. In the third film we are given the choice between what is easy and what is right, which fits the storyline of Harry and his gang (plus owl). Gaming and real life tend to not have that question, yet I see a larger wave go towards ‘What is easy or what is pointless’ and that is not the bill, but it is a concept of the two choices seemingly given. The mind loves a choice, even a fictive (or virtual) one and that gets us in hot water. 

So whilst we await the Hogwarts Legacy game, we wonder what is in it. We tend to compare to the RPG games that were truly fantastic and there we see Skyrim and Witcher 3 being the larger stage. So will Hogwarts have the Harry Potter CCG as an element? It is extremely doubtful, but there is an internal need to get a new RPG with some Witcher 3 Gwent game. We would want to be able to have our own house decorated in OUR style of choice (Skyrim) and the list goes on. This pushes the needs towards pointless, yet where is the setting on what the line from gaming to pointless becomes and that line differs per gamer and that low range and high range of that line is a gap no smaller than the Gran Canyon and that makes for an awkward programming stage. The opposite side leads to easy and grinding which could spell an early death for any future RPG game, so where to go? Fable 2 had an awesome solution towards vocations (Forge, Bartender, gambling) but the stage becomes how to remain unique, have elements like mini games and larger ownerships without breaking the IP and that is not an easy task. Even Skyrim with its levels of grinding is so close to perfect that people still desire this game 10 years later. I myself had the game on PS3, Xbox 360, PS4, Xbox One and optionally (hopefully) in 9 weeks and 3 days I will have the PS5 edition, optionally a little later as I face all kinds of budgets, but the message behind this is strong, a good game lasts a very long time and that is where the game makers need to be. I believe that the best option is set towards a trilogy solution. We can play, we can alter and we can circumvent. Alter is adding a CCG or mini game option. Instead of looting the same place with consistent time, we can have the CCG to make is smarter, the mini game to make us richer and a combination for investments. It takes the mind of grinding. The CCG element could give us cunning, intelligence and the cards we win could lead to unique items like clothing that are rewarding depending on the class we play. We could get rare items that we need to make special potions (like the golden cauldron in Harry Potter CCG), and the list goes on. In Fallout New Vegas we were given the useless Snow globes that is until we met a person who paid dearly for it. There are the Vault-boy bobbleheads in Fallout, so what can we do to create the part that adds value to the game?  That depends on the game maker, but the objective would soon become a race to avoid the pointless borderline. 

The second borderline is less visible. Metal Gear Solid got there and it was not their intent because the last game was magnificent to behold, yet they got there, the game had gotten too big and soon in the game you felt like you were in a stage where it felt pointless (it was not) the game was too big for its own design and even if you consider revamping the stages, at some point (ACT 3) you started to wonder what it was for. I got there a few times and I loved the game, so we need to design carefully and become weary of what signals we give the player, too many and the gamer seeks the easy route, that same route gets trodden on when there are no signals, so there needs to be enough signals to make it worth your effort.

I believe that we are due for more time based stories and the best way is to let the conversations with NPC’s progress that, but there too too many of those and the game gets to be regarded as pointless. So how to go about the presented choices? One option is to limit NPC’s to optionally give quests in a set of two parameters. The first is the day of the week and the second is a correlation of conversations with other people in town. It gets so that each town has optionally 2-3 side quests a day, so beside the main quests and storyline quests you can score new quests each day in one place, to throttle the over-quest danger we limit the chances we get to the pointless border. By having enough signals we also limit the dangers of people heading for the easy line and on top of that, if we create a random partition that directs all the quests to a day at the beginning of the game there is a chance that two players end up having very different experiences making all players more and more curious on what more is there and how to find it. 

There are more things to do, but this is enough for today, today was to address the dangers of the pointless borderline and that borderline is a lot more dangerous than you think. 

If you do not head that line you could prematurely kill your own game in month one, an eerie setting that no game maker would ever want to face. More importantly, it also shows how we are treated by the media in todays events and that tends to reverberate in us too. So when we escape towards games we really need to get that signal stopped as soon as possible, it is perhaps the one danger any RPG faces, we tend to push ourselves into our RPG games the way we were before we started that game, emotional baggage and all, we cannot really hope to stop ourselves, but we can demand that whatever RPG game we play takes that feeling away within the first 10 minutes of gaming. I reckon it is part of the success of Skyrim.

Have a great day!

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Blame Canada

Yup, the award nominated song from South Park, the title will forever reverberate in my mind, and in this case Canada was on my mind for a week. The reason? I will get to that, but first we will need to take you through some essential comparisons. In the first Canada is almost the size of the USA, it is a little smaller, but not much. The second part is that it has 10% of the population that the USA has. So nature rules in Canada on a few fronts, including the small fact that most Canadian women are a lot more beautiful than the American ones (A.J. Cook, Laura Vandevoort, Alison Pill, Ana Golja, Annie Clark, Nanci Chambers, Erica Cerra and hundreds more) have graced the screens large and small and they are a fine example of the Canadian women. Yet, this is not about the women it is about nature. You see, we see apps and games on hunting and survival, yet it is always set to a set of parameters, so what if we take that away? What if we create a map from satellites, real and decently accurate map sizing 1000 by 500 Km stretching from British Colombia to Saskatchewan? In this map you get dumped and from there on it will be about TRUE survival. There will be settings like starter, amateur and pro and those three rings will determine hunger, thirst, hypothermia and hostile nature. The program would set all the elements are faithful as possible, giving the people a real taste of survival without harming ones self. The amateur gets a few lives, but the rest is hardcore, one life and that is it. So how long could you survive in a game where everything matters. You see, it dawned on me that it started a little further back when I heard someone claim in a games shop that survival is simple, you merely have to understand what the game needs. That started the entire progress and as I learned more about Canada, I saw the options that they could give a gamer. More interestingly that same map could be used to spawn stories and cultural history on the First Nation, the stories of a collection of ghost towns, the call of the wild and hunting lessons, a game that gives people a decently real taste of that life without killing the animals, or (more importantly) getting killed by them. 

So why did I mention the women?
You can go into the wild just on your own, or for a reason, one reason is that your family (one of the actresses fictively being your wife) has gone down in Canada and a rough location is know. You are dropped off by chopper and with a radio and a backpack of goods, so can you find her? Can you safe them all (if the program allows for that)? A setting where survival is taken on a hype and to be honest there is no place like Canada to test it, it is one of the most rugged places on earth (if we ignore Russia). A stage that could be larger, because if you remember yesterday, the map is merely one side and we can fill it or better stated overlay it with other games. And if it takes a lifetime to explore a map that size, consider what gaming challenges could be added to that map, or perhaps better stated the challenges that a game has and it uses the same map. 

Does it matter?
Not really, but gaming can only evolve when you push the boundaries and we cannot rely on the consoles or streamers to push, they are for the most in a holding pattern until 5G grows up and that will take another 2 years, just as I foresaw and it gives another side. China can do pretty much exactly the same, they have similar settings and they have the space, but they also have 1.4 billion people and a lot more roads. In all this I have always believed that coming first gives you an edge and with IP on mobiles and other sources growing that space for options is diminishing, as such Canada only has a real advantage whilst China does not go that way, will they? I have no idea, yet so far none of the other players have taken their map to such a degree and that opens options as well as opportunities. 

As we see what we have, we need to look at where we could go, not where we should go. This is because nearly everyone does that and as such we get a dozen flavours of the same ice-cream. But at some point someone will figure out that borders need to be crossed and when they do it when 5G does become a solid reality they will be late for well over a year. So why Canada? There are two reasons, they have the space, they have a lot of the knowledge and they have a dozen local software developers, so they are almost ready to get started. They merely need the information from NRCAN to get the map data (and it helps to smile politely at the lost boys of the CSIS). When the map is done they have the largest component for several games, all set to multiple systems. 

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Time slice or lemon tart

That is indeed the question, but the question is not that important at present. It all started with a weird dream. In this dream I was in Montreal (Canada), now let’s be clear. I have no connection to the city, and apart from the fact that they have a good hockey team, I know next to nothing on the place, I know it is in French speaking Canada, but that is all. So in this dream I saw someone, it might be a reflective me, it could be anyone. They saved a hawk, or falcon from their balcony. The animal was shivering and clearly afraid, the person put on an oven mitt and offered his hand. The bird jumped on the hand with the mitt and carefully the bird was taken in the house. He placed the bird on top of a chair and got the bird rare roast beef (it seemingly really liked the rare roast beef) and gave it a bowl of water mixed with a lot of sugar. The bird was no longer seemingly afraid, but it was nervous. The person was looking at the clouds and wondered. He then moved what was drinkable and eatable into the bathroom, the bathroom and this is important was one of the innermost rooms in the house, no windows and no direct outer wall. He also placed a chair and a small table (it was a large bathroom), moved the goods into the bathroom and walked around the house pushing the heaters up everywhere, yet not to the highest setting, setting 4 was used on knobs with a 6 setting, I think that mattered somehow. Then he carefully moved the bird, now aptly named Horus with the mitt again and took the chair as well. He then got into the kitchen, took several items and moved to the bathroom where he set the radiator to high. 

Then it started to happen, Montreal was hit with a cold snap, it was only October, or November, but the cold-snap happened and well over 50% of the people in Montreal froze to death. 

Now, none of this is a mystery. I saw the Day after tomorrow, I played AC Origins, so all the elements (all except Montreal) fell into place, no real mystery or divine intervention.

Then I remembered every time I played a new game of Minecraft. Did you play it? The first day is important, because you need to create a safe location before the sun goes down. That part is important because too many RPG games are a service where it is at your convenience. Whenever you get around to it, and Bethesda has used that setting since I started playing it in Oblivion, in that same setting Fallout 3 onwards has the same stage. Yet what happens when that is not an option? When a house is on fire, it does not help to hand the bucket to the owner of the burning house when you get to level 13. He (of she) needs it now, or really soon. This is a stage we forgot about, the time slice. There are two issues.

  1. Do you have the minimum skills to cater to a time driven need?
  2. Should such a stage be set and always be achievable?

These two setting are important, there are gain two stages we must contemplate. In the first we cannot always be there, that is a mere fact of life and programming around that element is often folly. The second is that if we have a proper RPG, we have houses (guilds), but what if your first guild is not a mage or a tinkerer? So early in the game you see a setting where you can only watch, be that famous Monday morning quarterback and watch others do the job. Then we get to the important part, we need to set these parts to some level of randomisation that instigated when you START the new game. Not when you get there. So we see the need to have 20-40 missions with a decent rewards, but we need to be partially lucky, so that the internet cheater miss out as well. That is setting a larger story, especially when success unlocks a larger side quest. And the second part in all this, it enables and fortifies the replay of a game. So in the dream we can see that Horus was the trigger, but what happens when you never noticed that bird? Would you be ready? Would you make it to any shelter? And most important, without resources you will go hungry, thirsty and optionally will continue with decreased stamina and health (a day without food makes a person weak, try it for yourself if you doubt me).

So is the approach of having time sliced missions a hit or a lemon? I cannot answer that, I think it could be great if you program this properly and it will take proper programming to get it done. Programmers could ask Anunnaki (god of fate), but there is a chance that you will not receive any help from that direction. It will be a challenge on several levels, but should you pull it off you will be the one adding a new dimension to RPG gaming, a dimension that has been lacking for close to a decade, before that systems were just not strong enough.

In this I merely remembered the settings I came up with in Mass Effect Andromeda 2, Base of the pillar. And yes, I will admit that I had some overlapping ideas that I had for Elder Scrolls VII: Restoration, but I think that a good foundation (as long a the story is completely different) is not a bad thing. I saw the massive mass driven mistake that Andromeda was and there was a setting to fix it and regain credibility, but in that setting ME Andromeda would pack the second game with the first game, and even as a lot was the same, it was added with an enormous amount of changes and different storytelling. One needs to be faithful to the original trilogy. 

Yet all these settings cannot be more of the same, there needs to be a level of evolution. Yes there are plenty of gamers that do not mind more of the same, but they will soon realise that they are stuck in the past and that is as I personally see it never a good thing. And is success a guarantee? No, it is not. I do not offer guarantees, I merely dabble in ideas that can make the next generation of gaming special and enticing.We all might come up with a Nintendo WiiU, and that is fine, but it is not that system, it resulted in the Nintendo Switch and the few who are able to make THAT leap will make it big and that ups the level of gaming for everyone, that I the setting that players like Amazon Luna and Google Stadia (they a little less) get to look t and there is the larger station of play, a setting we have not seen before, not a game that exists everywhere. This is not about exclusivity, but about a totally new level and dimension of play, I think too many are forgetting that we need to push that part and not enough of us are making that leap. 

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To serve the gamer

Yup, that is a topic that is open for debate, but in my case it comes from a different angle. I need to explain how I got here. You have read my ‘displeasure’ with Ubisoft, they bungled (again and again), yet I also clearly stated that AC Origins is one game they got right. I actually disagree with the high 80’s scores the game had been receiving, I believe it to be low 90’s, but that is my view. The topic rose as I (due to lockdown time) decided to play it again and get some of the achievements I missed out on, I got half a dozen so far and I finally got to the Curse of the Pharaohs. I had the DLC, but my PS4 crashed to death somewhere in 2019 and as I had a little manoeuvring (covid retirement savings) I ended up with a PS4pro in 2020. And until a month ago I had no time for it, but in the last three weeks with being locked down I decided the play it again. So whilst gunning for ‘Old Habits’, I stumbled on ‘Where’s my Black Flag’ and a few others. But it was the Curse of the Pharaoh that made the difference. The first time I entered Aaru my jaw dropped. It was amazing, the field of reeds, the places, it was amazing and the boats made it all slightly surreal. The makers outdid themselves here. But this is also the place that gave me an idea. It was the side mission ‘Love or Duty’, the mission does not matter, the interaction does not either, but the mission clicked something in place. I had some similar ideas for Elder Scrolls VII: Restoration, but as it was not considered, it could be set to other RPG’s and even the one I designed. 

Your home is your castle
In nearly all RPG games, we are confronted with a house, unless you had Oblivion and you completed the Battlehorn Castle mission, in that case you have a castle. And there is the crux. In the light of Magic Carpet I want a castle with archers protecting what is mine. I had a few idea’s like the Magical armoury (a very different mission). And now the idea comes to add servants and more important make them a lot more useful. Consider that a person (a he or a she) is driven by needs, so if you can make one person happy (really happy), the others will pick up on it, and increase the power of your place.

Happy Happy, Joy Joy
To get to this stage consider that you have servants, some through concern and protection, some bought (yes in fantasy games slaves are real) and the proper treatment of them makes them more useful, yet if we can give one of them real happiness, an elated feeling of achievement or recognition they will become a sort of Uber-servant, a person that infects the people around them to be better and more productive. When we take the Battlehorn location, we see the Forge, the kitchens, the walls, the stables, we see a person in charge, but if we can fulfil the personal needs of one servant in that area, we get an area that is twice as productive. The house is cleaner, thee is more food, the weapons are better and the list goes on, it changes a 100% castle in a castle with 150% resources and optionally 150% defence (250% defence after the magical armoury mission). 

In RPG games it is all about us doing the missions, but a setting where we influence another to be the better person and set a non directive, a automated directive is almost never seen and that is a pity, because a game can become a lot more rewarding that way. Consider the old classic Dungeon Keeper, the monster we had fought for themselves, we could train them, we offer options, but we cannot set the marker on them, merely on the area. That element is often missing in RPG, it is not a fault, it is not a flaw, it is a choice and it is not used often enough, too many are about giving ALL the power to the player, but the world never goes that way, we forgot about the fact that we are not the deciding power, we tend to be merely influential. There is the thought that the reward is not 100% plus, but it is a random number between 150% and 200%, making it optionally a stage where we please a second person in that area, but the game also denies a red line approach, so the missions are not given directly, they need to be found and they depend on the persons we have, implying that we might never get more than one option, or even one setting. It is the second flaw on RPG. The ‘we always have an option’ clause. At times we should not have one, it is the hand dealt to us, and optionally it is a hand that sucks. That is the RPG we need to see but were never given. In an age where consoles will in be surpassed by streaming systems, the need to evolve gaming in general and RPG games specifically will become more and more pressing. To be another version of a game we have known for 20 years will soon come to an end and then? That will be the cruncher and streamers with one central game hub will have a lot more manoeuvrability than any of the consoles, the consoles will not phase out, not for the next decade, but when we do get to 2031, the field is highly debatable who will be in there. Because of stupid decisions in the 5G field, there will always be a need for consoles, as such there will be a Nintendo and there will be a Sony PS6/PS7, but streamers at that point will be a much larger field and optionally there will be a streamer next to a console in well over 50% of the cases. 

And in that light the need to evolve RPG’s (and a few other game forms) will become essential, it will show for the streamers, yet those who evolve gaming will survive (Nintendo and Sony for sure), the rest will be close to forgotten when we get to 2031.

Doubt me? Fair enough, just remember I said it first, I was the one stating it a decade earlier.

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