Tag Archives: RPG

When a cigar is anything but

That is the expression as I see it. It is based on the freud premise of ‘Sometimes a cigar is just a cigar’ And it fits the setting. You see, on August 31st I wrote ‘The wave of brains’ (at https://lawlordtobe.com/2025/08/31/the-wave-of-brains/)

I set up a new RPG game, a new gaming IP and in a non-related issue I accidentally clicked on the ‘Grok’ button, which gave me a new setting on me. Now I did it intentionally and it gave me a few items, it also gave me an idea I did not have before. The idea came from my school days (my merchant navy school days) and it came to me that the idea could have multiple applications. 

So as I was ‘given’:

And there was more, but this gave me a few ideas. In the late 70’s there was something called RADAR scan transmissions. It used a RADAR to send communications around, I never saw it myself but I heard of it. Now consider that some use display software to use it in another way. Like the setting of images that are used (through personalised filters) to create art. That setting can be used in two ways, to rely on the art to help you find stuff, or the camera and filters to see other places. For instance scanning a picture might give you location data, images could given you personal references. That might be used in higher skill levels to make the game more challenging. For example the image of a droid hight give you the Droid Identification Number (DIN) is a unique 17-character code used to identify a specific droid, similar to a droid’s fingerprint. These are some of the settings that can be used to find other places and other (not in THAT dome) places. Certain cameras now have identifiers and some of that can be embedded in images. It allows for scanners to identify elements and we can use that to gain access to some places in a dome not considered before. 

These are some of the ideas that bring a stronger presence of gaming IP and when the IP is powerful enough, you get a new following and a stronger franchise. A stronger franchise was not my idea as a game needs to have an end and going on and on is not my way, but a stringer presence for any IP is always welcome and I found that setting as I was researching the Grok output. I had actually not anticipated that idea. Whatever will I think of next? 

Yet the setting of a larger technology presence was always my plan as I see that when too much of the SciFi becomes Fi, Fiction leads to fantasy and I am not against it, but I feel the need to adhere to a larger input of science and as my grandfather used to say, there is no place for science in Tartarus. Grandpapa was probably right. There is also a need for weapons, but not essentially personal weapons. The need to set traps might make a better droid killer than anything I could think of, but how to do that? Well, there are a few settings and only needed for security and military droids, the rest is basically harmless. The benefit of that, is that you will need to play strict rules with the stuff you find. And as the astronaut (played by you) might be a dunes in this regard, the need to create books or instruction discs that can be put into a viewer so that you gain these skills. For that I have a setting of multiple helmets (sprayed all over the game), some are mental and other helmets are suit connected systems string the knowledge to your body. In context (speculatively) Microsoft took years to launch a reboot of Fable (which was an awesome game) I wrote in months the setting of an entirely new RPG, so there. And should you doubt this (that would be a fair call), I have done this 4 times already. So where it there non existing AI now? 

So as they invaded the sanctity of my gaming life, I gave my gaming IP to everyone else, so where are their billons now? Whilst they aren’t getting it done, all the others will get a head start to gain momentum. That is how I roll (I am a vindictive bastard at times).

So back to the game. As I see other avenues to thwart detection, I am also setting the idea to make you viral into the security offices to set your ID to a ‘allowed and safe’ setting. The other systems will allow you to go outside the dome to repair and connect solar panels and as Mars gets a mere 44%, more panels are needed. In the later stages you will have to repair a fusion reactor (with a little snag or two). Oh, that reminds me, there will be a setting for survivors (a salute to System Shock), but that will take a little more time.

All this and more are now settling in my brain and as the ride between the domes gets to be repaired, I just thought of a new setting for the third dome, there is no absence of energy, but a massive abundance of energy which gave that dome its own problems and as such so will you. But that will be for another day and that is all for today ( the new day just started 11 minutes ago), so have a great day and I will snore and think of new gaming IP if possible.

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A present for some

Yup, there you have it. This is a present and particularly for Avalanche software, the makers of Hogwarts Legacy. I’ve been mulling a few things over and I reckon that at times we have to give back to the people who kept us entertained. As such I am giving this idea to Avalanche and they can use it, ignore it. Whatever they want. It also assumes that Hogwarts legacy 2 is as open as its predecessor was. 

First
In the first you need to be able to own houses. These houses can be decorated and they all have a ‘secret’ setting, but in addition to this The game will have its collection of castles, derelict places and others. These are the foundation of my focus. As it goes each of these places have the ability to have a secret level (rooms is more apt). And these houses need specific updates and some of them need to be found.

Portal elements. In the game you will be able to find unique portal items, as well as stress lanterns, and interior spells (an advanced version of Reparo) These houses will then be ‘decorated’ in the style of your graduation house, As such if you play the game 4 times, that place will look similar but different. As the game progresses you will find more unique spells and items (these will have a different icon, item card) the stress lamps are placed around the house or in the house and will give muggles the creeps when they get near one (but they do not know why). Portal items are specific for a type of dwelling and will show this, these portal keys are specific and limited to one location (your secret level) and these levels are consistent to the area they are set and the rooms are not unlike the Room of requirements, but they have limits. You now have places for wardrobes, spell crafts, potion crafts and so on. 

Second
I mentioned before jobs (in a previous blog) I set the ideal gave to a maximum job and two minimum jobs. So the 4 houses have a maximum job and 2 minimum jobs. As such we get 12 jobs. I wanted to add a segment to this, but I don’t want to steamroll everything. For Slytherin the idea of having a potioneer. As a Potioneer you get benefits, like an additional potion for every potion you make and you need one less ingredient for any potion made. For Auror you get more resources for every enemy you slain (like 7 troll bogeys instead of 5) As we get to the setting of minister, or civil servant, you get additional goodwill when you are walking around. 

Third
As you have graduated, you no longer need a field guide, but the idea can be transferred to the next game, it will have a different name, lore pages as you get the lore of specific things you find. This might also give you additional talents and spells. It might be nice that some of these are house related, like the original lore page writer gives the house wizard an additional page, a ‘golden’ page and that is house dependent and will give the person a skill, a spell or a conjurations linked to the thing you are revealing.

These settings are to instill the replay-ability of the game and the need for people to keep on exploring. As I wrote before in the jobs story, this will give you an income and that matters as you progress in the game, more money means more options (just like real life) and here we see that the smaller jobs are easier to get, but pay less, as such you can create the skills you need to get the ‘big’ job. The job will also give ‘renown’ as well as privileges. These privileges are limited to some degree, but they can make life easier in certain settings. For example a minister gets discounts, a auror gets stronger outfits. It can be applied to the same cloak. It gives an auror 20% better defense and that same cloak is 20% cheaper but does not have the 20% better defense.

You can still find and upgrade stuff, but the stronger clothes must be bought and they aren’t cheap. The aforementioned cloak could be found (acquired in a fight) with a defense of 60, that same cloak could be bought with a defense of 96. There is the idea that a loom could be conjured (or found), but the animal furs need to be bought from a pet shop. 

As I learn more about the second game I might get more ideas, but Avalanche here is your boon. You payed for it by entertaining me with an excellent first game.
Have a nice day all and the people at Avalanche happy programming. 

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The story script of lore

Yup, nice and confusing, isn’t it? But that is the setting. As I was playing Skyrim (yet again) the thoughts of lore went through my head. And RPG players might remember this. You escape the large lizard (aka Dragon), you go to Riverwood and then to Whiterun where you join the companions. Linear in extremity. Now, this is not critique. This is how RPG were played in 2011 and the hardware pretty much set you up for that. So, remember Richard Garriott who gave us the ultimate RPG in Ultima. I got introduced to his master skills in 1983 with Ultima 3, Exodus. But his idea were not used to the largest extent. Now I don’t want to copy his sewing, but the idea that every person has the ability to evolve their choice. Perhaps through an intro story where you have to make choices. So, to connect this to Skyrim, the choices will set you to a setting that will push you to Riften (thieves guild), Whiterun (fighters guild), Winterhold (Mage Guild) or Falkreath (Dark Brotherhood) there are a few other options (but I don’t want to give away the plot for others) There you get the option to get into the Stormcloaks or the Empire forces. Now we have to allow for a few other things, but the setting that you end up going to Whiterun to get to Bleak Falls Barrow, so that need not change, but the setting to give variety to this introduction is an option, and it could happen AFTER to evade that initial sneaky lizard. This could also be the first companion you get. IT doesn’t seem much, but the setting to avoid linearity tends to be massive in RPG’s. In addition to this, finding books, not just for skills but also for quests is a second. I wrote about this and it requires a more dynamic version of books. Skyrim is already doing this, but not with a dynamic pre skilled setting. 

In addition, there is the setting to adjust the game by alternative skills. Skills that are given to you by your parent (an intro choice really), so as that story evolves, you get skills in art, smithing, archery and magic. So as you start of with two of them. You get more pronounced maps, you get the option to see more in your surroundings. You might get a better view on ores and smithing, you get options to see more in shopping, which normally comes from personality. And over time you get the others too, but it shapes you more in the way you get through the first 20 levels and it is important to have balance there, so that people will try other things, not try the same thing at the start and then adjust the choices for the game.

This allows for the setting to own a shop and a trainee that tends to the shop. This opens up a new cog in managing the game and nowadays it is doable and has been for a while. I set that up for the game IP I created last year (might have been 2-3 years ago). The issue is not on Bethesda, they did a good job, but it is now in our hands to push this envelope higher. You cannot relay on one game maker to see it all through. That is where we are required to push new levels.

One of these things is the need to create your OWN journal and shape it through playing. Not just the expected quest things, the setting that you get to a cave and you cannot see how to continue, or a door that is locked. It makes sense that you make notice of this and optionally a tab to remember that you have to go back to this. The idea I had (for streaming games) that this journal could be exported as a pdf. A novel idea for RPG gamers (the novel part was the pun). An additional setting was the art setting, if you did not get this skill in the beginning, the art in your journal might be ‘lacking’ until you do get it, the same could be said for mapmaking. 

As I see it, the current approach is not wrong, but a little ‘vanilla’ (I actually hate that term). So as we see the additional cogs in the game we make the RGP more of an adventure. And whilst some titles in books are a given (also magical skill books) but some could have similar or a dozen settings for the title, so you can stop looking for a certain title. It is just an idea, but it could give the larger setting to non-linearity (and I am all for that).

So this was what I came up with yesterday and then I forgot it. My mind is flaky and weird, I know.

But these are things that could invigorate the desire for RPG games and I took Skyrim as an example, but this could equally done to the Fallout series. Anyway, that was the setting I was confronted with and even as I typed parts of this in the past, I saw this setting to see to the larger evolving stage of RPG’s.

Have a great day and don’t be a silly hero, when you see a dragon in your path, be like a mouse and let the police take care of that sucker.

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Creating a new stage

That is what happened to me. In a near instant I created a new kind of RPG (all developers make that claim) and what triggered it was an image of a futuristic building it looked (largely) like the imperial city in Cyrodil, but it wasn’t. This set my brain on a side trip. What if the main character (the person you play) has two sides? A waking stage and a sleeping stage and in that instant we could ‘complicate’ matters. So in one setting you are in a renaissance setting and you get to start there. Story like any RPG, and it is the setting that matters. And whilst you are going through the intro, you get to embrace how you work the game (nothing spectacular). And as you go through the working of the game, you get introduced to some of the background of where you are. There are multiple stories in line (unexplored as of yet). But the kicker comes when you are at the fatigue point and you need to get to sleep.

This sets up the second stage, in this setting you are in a different place. A very futuristic space. Centuries ahed from where you were and if the first place is the 14th century, the second place is a thousand years later. It also comes with ‘issues’. The game will set the new hurdles. If you favored the bow in one, you become a sniper in game in the other. The several blunt weapons will make you a cop in the other and so on. There is the idea that tomes and scrolls open missions and storylines in the second game and visa versa. I am still working out the settings in my mind, but the idea that you ed up with two games at the same time and they are connected is something new. The idea is to get the storylines will also set you in doubt of what part of the game is you awake and where you are asleep. It doesn’t really matter, you could be awake in both, but the setting that one triggers options in the other is basically new and not always useful and you play, but there is a novelty on the setting you cannot avoid. The second setting is on how it works in the other direction. In the future we have memo’s, mails messages and other means of interacting, but they would open missions and quests in the first game. There are still a few issues to think through and I feel good about it, but would it work? It has never been done before, that is for sure and I feel good about the idea, but it is not about me. It is about the IP and getting new IP out there in the gaming world is (as I personally see it) important. More important we see all these ‘big boys’ like EA, Ubisoft and Bethesda ‘dragging’ their feet for years and in under 8 months I placed at least 4 new games in my blog and handed ideas for Ubisoft to expand their arsenal using their old games. As such I wonder who the actual game drivers are (I believe it is me). 

Still, this idea has merit and I will need to see through a few more iterations of this idea before it is even close to ready for development, but I will keep my head high and struggle through the ideas I have. 

Have a great day and enjoy this Saturday.

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The secondary drive

That is what some have and it is not always in the field you expect. I was contemplating a few things whilst playing the remastered version of Oblivion. I am playing me second character as I am stuck (due to a bug) in the first one. It gave me pause to consider a few settings. These settings I can convert to the game I already had in mind, but I can spice things up now (now is a word as the default setting is not entirely accurate). You see, I created the game to counter Bethesda. The operative word might take a little tweaking. It actually started yesterday when I saw a list of upcoming Playstation games, 15 of them this year and I kept on hearing ‘soul type gaming’ (way too often). You see making more of the same is not more gaming, as I see it, it is the introduction of blanded (just more of the same taking away gaming hunger). As such my mind kept on revisiting settings (and movies) in all directions. It also brought to mind a game named Fable (Microsoft title) and it had great ideas, especially the first and second game with the second being a vastly improved IP over the first. It also made me realise that I had created a dislike for the word ‘Chicken-chaser’ (a word EVERY Fable enthusiast remembers). So what happens when we ‘cross-pollinate’ ideas? And moreover, what if we set this per guild, house or location? 

That is merely the first step. You see, most people have ‘accepted’ the use of nick names and when capture this in combination with the SNPC (smart non playable characters) concept I put in here last year a RPG game could really be spiced up. I see it as a setting to create passive achievements, achievements you will have to work for, but they don’t have any real controllable action and as such you could get a real setting that controls you and you do not control it to that degree. You see when you play an RPG over and over again, you get to be blanded, a blanding like setting that takes the joy out of the game, it will take it out of any game, but when you can divert that feeling by adding ‘soft-achievements’ I predict that this feeling diverts somewhat (it will never take it all away). Added to the changeable setting of dialogues and missions, the game gets to be a lot more rewarding for a lot longer. And today’s consoles can handle that challenge. 

I already set some parts in ‘motion’ in my mind as early as 2022 and up to now, no one considered the ideas I had (or never enacted them) and in my mind, the reengineered idea that originally came from Vint Cerf might be a game changer in RPG gaming. Such directionality will up the game for wannabe ‘fighters’ and ‘assassins’ quite a lot. I get that in the past these ideas were not really possible and now we can do them all, perhaps Bethesda is enabling these ideas in the new Elder Scrolls game, but that will not be known until 2027. What is clear that there is a risk that we will see too many things that we saw before. In the YouTube video that game me the list of 15 that I saw in under an hour I had at least half a dozen time things that I had seen before. To be honest, the only real cracker I saw was Code Violet, not ragingly new, the style of gaming is known to stealth game preferred players, but in the setting that we see, is a new fresh paint of a horror classic and that is at least something. Go see the trailer if you are curious. Anyway, that gave me pause to another setting. You see some will remember ‘Knight Games’ (CBM64), and Bethesda has a ‘sort of’ version in that called Arena, but Arena is a joke to stealth players. Most of the rounds I have no opposition. With a bow and stealth I go right through the opponents in seconds. So what happens if all contestants have Candlelight (Skyrim) cast over them? It takes away the stealth advantage, come to think of it, what if the security of a location ‘auto casts’ Candle light over the trespasser of a location? You need to get close to the cast location and perhaps there is a workaround on that too, another thing you have to elude, now breaking and entering comes with a little snag. 

You might (not entirely incorrectly) think that this brainstorm setting only sounds nice. But tell me, when was the last time that you witnessed true gaming innovation? I reckon that for me it was Horizon Forbidden West (2022) and as such I am trying to blend new ideas (at times re engineered old ideas) to add to gaming and to offer a solution that looks in more directions than Bethesda (not that Bethesda is bad, far from it) but a choice of one, is not a choice.

Well, I need to rethink a few more settings (which I already am), but I think better during breakfast and that is roughly 183 minutes away. So back I go, back in my design shell and watch what others are missing. Have a great day.

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Creating a plus plus game

Yes, there it is, but not in the way you think. First off, I have always loved RPG games, even before I got into Oblivion and Skyrim. These games are the best and as I am replaying Oblivion (now on the PS5), a thought got into my mind. And I created a new RPG IP. I summarized some of it in ‘Recap to the intro’ (at https://lawlordtobe.com/2021/09/25/recap-to-the-intro/) so the ideas have been brewing for 5 years. And today I had another idea. You see, we have a plus game where we continue or replay with the achieved gameplay. This is nothing new, but then I thought that some of the replay gets dreary (to some degree) and I just had the idea. You see, in my game there are 4 classes of magic based on the elements and these magic casters have a massive difference among themselves and it suddenly hit me to set certain missions in a different setting, as such, dependent of the magic class you play you get a mission, this is not new. Yet when you replay the game, when you select another magic class certain missions will have a new premise. Optionally with an altered intro to the mission. This has as far as I know never been done in any game.

So in the first mission you get to assist a smith to set the new forge with required cokes (or coals) and when that mission is done, the second time around another part of the mission comes clear. There is no setting that it all repeats, though some missions are an optional replay but with other sides. As such we get the option for other classes to add to that mission. So we get more than one plus game, giving the games additional sides to a mission. I wonder why the current RPG makers never considered that to amp their gaming experience. A setting that has the ability to create new lore, new experiences and now challenges. It got to me as I was going an Oblivion mission, so what is stopping us to push the envelope? I got a few ideas and that is a setting a simple setting, I reckon that in a much more complex setting it could create a new form of RPG game (I am not brave enough to give it a name). 

So as we set the game to a new frontier, we can create games with at least 4 new game playthroughs. A setting that has never been contemplated before in gaming. I wonder why not. Games nowadays need to entertain longer, so we can create more games or more gaming time (preferably without making the game lose gaming quality). 

As such the setting is changed. Consider the game Hogwarts Legacy getting an overhaul and the game needs to be played 4 times (not optionally played), which unlocks other parts of the game. It does not matter which house you play, and as different houses unlock missions for the first house, but what if the house is the second or the third house? The lore needs to be set to have one cosplayers (like Poppy for Hufflepuff, Sallow for Slytherin, Onai for Gryffindor and Thakkar for Ravenclaw) be the other contributor, so if you are one house, the other comes into play (via a message) that gives you the option when playing the second or third play through, I doubt that it is needed for a 4th play through but for completion it might be added. 

A new setting I an old concept, the RPG gaming experience (of a lifetime) that could add a lot more to the same game. I used the Hogwarts setting to illuminate the perception, but it could be added and part of this can be seen in Jackdaws rest, where each house gets a different alert to the same mission. So what happens when a mission gives us the 4 different missions to complete the mission overall? As such, I have been contemplating the same setting but in a slightly different way. Its just fun that the big boys (Bethesdas and Ubisoft) never got that far. Especially as Ubisoft has 18,666 dedicated game designers (big smile from me).

As such I can go after Bethesda too, but they created some of the greatest RPG settings, so they get a pass on this. It’s just fun that after I did the Melvin to DARPA and created three weapon systems (they dob’t have these) and I created IP that Google missed (Amazon too) I still found time to surpass Ubisoft and Bethesda. I am feeling good today. Still, I have an idea that could get me $3,000,000 from Matt Damon (he gets a script for that amount of money). Not sure if Matt is up to it, but as I see it, I have been plenty creative today and I am not done yet for today. 

It is a lovely day to get creative, so have a great day and get ready to dream big.

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Dynamic lore

Perhaps Dynamic interactive NPC’s is a better if not a little incomplete at this time. I have been loving every moment that I have been in Cyrodil, yet some of the missions are bland, redone over and over again and at this time (as there are more options), the setting seems a little absent of electricity. This is not the fault of Virtuos of Bethesda. I have over 1000 hours (perhaps even 2000 hours) in the game, so for the most I have already seen it. Still roaming the sights of the province is a delight. All the sights I forgot about over the 14 years that Skyrim graced my computers (PS3, Xbox360, PS4 and PS5) and there is more, but at some point I started to set out the idea of Dynamic Dialogue.

You see the first game you play remains always the same, but the subsequent versions, there could be a setting that some of the dialogues will be somewhere else. As such my mind set out the stage that at this point has never been done in any RPG.



Could be set to 
Pers001ArdantNadia
Location01BravilBravil
KindofPersonMerchantBeggar
ActionRumorRumor

And this is merely a sample. So we get a key part of information from a merchant, but this information could be from a beggar as well (not always an option), but the system of Dynamic Dialog will have within itself what the definition is. As such you can run to Bruma and ask the same person again and again, but what if the mage changes? Optionally you are given the name, but that is not a given. 

It changes the game, as the subsequent play is more of a setting that sets a new premise. A game  altered to the gamer who loves the challenge, not merely running the distance. In this there comes a second setting that loot in houses could alter, books might be in different locations (after the first play), It gives shine to a game that was good to be great over several play throughs. With the optional setting when you start the game of activate Dynamic Dialogue. As the database is set correctly the game could be reset to original when a new game is started. 

A setting we have never seen in RPG, but this is now possible, as such, I though of including this setting. Loot can always be randomized, but the people usually aren’t. Then there is the setting that a mission could get another parameter as well. Like the weapon shipment could give the added premise of saving miners and that is set to a clock within the moment you give the weapons to the three mercenaries. So there could be the option that you get a 10 minute timeframe to save a number of miners in that level (like 6 miners) and that gives the player a new chase. To get to the people in time. I am not saying that it should have been done, but when you get the second play through, some missions get to be a bit of a milk run, as such I devised the setting to add Dynamic Dialogue and optionally added achievements. 

There are places when that is not possible, but given the option, we have a good stage to improve RPG gaming, and in this case merely the additional times you play the game. I reckon that my mind will concoct a few more iterations of this in the near future as such I will keep you informed of the hair brain schemes I think of. Perhaps in the near future I will add to what I wrote yesterday, there was a lot more to be had.

Have a great day, time for me to close another Oblivion gate.

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Rejuvenating Love

Yup, we’ve all been there and it is not the love for a partner or spouse (I have no experience in that regard). It is the rejuvenating the love you have for a hobby or interest. For me it has been Photography and gaming. In this case it is about gaming.

You see, last week Oblivion was launched. The 4th game in the elder scrolls and in the mean time I downloaded the 116 GB and got to play it for real. The initial setting was of course ‘old stuff’ the prison, the escape and the inability to protect the emperor from getting his throat slot (poor Sir Patrick Steward). As such we get to the outside world and my first achievement. From there I went straight to the Rockmilk Cave. I have played the game before, so to ‘hone’ my archery skills I go there as it is home to the black bow bandits and a warring party, as such plenty of things to pick up. And there I got my first glitch and first bug. Darn! No biggie, I merely got around it. The bug was that when you enter the cave, you go right down the cave where you also get the glitch, The bandits (all 4) go back and forth (a few steps) cry “Why won’t you die” and so it goes on. The archers on the right were easy, the ones on the left were the problem. There was an invisible wall preventing me to get to them and slaying them. I didn’t go any deeper at this time a little afraid the bug would become worse, but I got 50 arrows and a few black bows, so not a trip in trouble. Then I wandered around to see some spaces and two caves I never saw before (at least that is what I think). Then off to Chorrol and from there to Anvil where I joined the fighters guild. So I am now a journeyman in the fighters guild. And now I am about to meet the fighter guild master with the next mission. It is also an idea to try and get into the mages guild. I still need to kill an innocent to get into the Dark Brotherhood, but that is for tonight. All in all this all sparked a renewed crush on the game. And after 14 years in Skyrim, it is time to renew the settings I have loved for so long and this devotion needs to be recognised. You see, some will cry like a little wiener and shout bug. But it is merely one in a setting of over a hundred of hours and so far no bugs seen. A few glitches but they cannot spoil the fun I am having. Still I have now enough money to buy the waterfront dwelling, which is nice so I can offload the stuff I do not want to sell. 

The house in Anvil requires silver weapons because of the nasty ghosts and a stronger marksman skill to deal with the thing in the basement. And as we get further into the game, there are more missions and a larger need to get items from these Daedric princes. Not to mention the luscious Nocturnal and her Skeleton key (very nice for opening chests). 

I learned that the Peryte glitch still works, so that will get my fighting skills up in a quick jiffy, but I haven’t been there yet. Still the vibes going through me are unmatched. To play this game in a new coat is amazing and well worth the effort of spending coins to get them and downloading the game as well. I feel a little lost as Skyrim upgraded marksmanship in the game so I need to get higher in bow skills. But that doesn’t take the grin away from the massive boost to my ego as I largely still know where to mustard is. In that setting this game is not to be underestimated. And no matter that Skyrim is ‘better’ in some ways, this version revives the love I had for this game, I reckon that the bugs will be fixed at some time and that is cool, that first feeling of this game came raging in and settled in my soul (like a soul gem) pretty fast and very comfortably. 

It opened a new door as well. As I was looking at the RPG setting that I got for Eder Scrolls: Restoration and as such for a few other games (as Bethesda is now Microsoft) this setting in the last 24 hours gave me a few new considerations for RPG gaming. I still need to reflect on some, but I reckon that it will be in my big soon enough.

Have a great (gaming) day.

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Curse you to Oblivion

Yup, I went there. Well not really. I still have to buy the game and I was able to get half of it. Hopefully the other half in 3-4 days. You see, we are talking about The Elder Scrolls IV Oblivion remastered. It was the reason I bought the Xbox360 in 2006 and I never regretted it. 

To be honest I spend over 1000 hours in that game (it might have been 2000), Together with Fallout 3, I have banked the better part of 5000 hours and they were wonderful. So when I got wind of a remastered version of Oblivion, I just leaped at the optional chance to get back into that game. So I got up this morning at 01:00 to see the YouTube video and it was marvelous. This version was made by Virtuos, a massive undertaking and a well made one (as far as I can tell). Like all RPG’s, I saw a far amount of glitches in this game. I am talking about glitches, not bugs. The glitches do not matter, the game is a wonderful result. I already saw that there were new looks and parts in the game that are actually new. The environment comes from Unreal engine 5, the voices are mostly the same, but it might have imagined this, but it seems that Sir Patrick Steward added a few dialogues to this and it is well received. 

The artwork has been preserved and is seen in a few places, giving it additional tone to the game. As I see it, you need to retrain yourself as this is not a Skyrim version, so there are differences. I think I saw the PC version, as such I will need to wait for the PS5 version (4 days and counting). There are two ‘issues’ at present. They aren’t really issues, but I need to call them something. The special edition in $99 (normal edition $85), with the hours I spend on the 2006 edition it will be well worth the money and the second one is that the download is 120GB, a little big, but with all the Unreal engine 5 stuff, understandably large. In addition is that this game has been upgraded for the PS5 pro, as such I reckon that this machine will give you additional sides I currently cannot see (I have the normal PS5). And as I see more of the game, I wonder where my memory went, as I do not recall a few issues I see now. 

There are several issues (not bad ones) that I get and it also shows that Virtuos didn’t blatantly copy stuff, they added massively making this more than a worry remaster. This is a clear labor of love, a statement I hadn’t expected to give after Hogwarts Legacy. S I watch the play through of MKIceAndFire I see so much familiarity, but so much new as well. I won’t give you the rundown on that as You need to see it for yourself, it is well worth the view and MKIceAndFire did a good job, although it views like he never played the game (which I sincerely doubt). 

And as I see at least three locations I haven’t seen in over a decade, my memory might be a little glitchy on the subject. No matter how that plays out, I feel my blood rise to the chance of the occasion and that sets the need to play this game again and get lost in the Cyrodiil. It was there that I initially designed the premise (of my) Elder Scrolls VI Restoration. It was set in part before Skyrim and the latter part was redesigned to play at a setting after Skyrim. I had set the story to not one by two provinces, namely Elsweyr and Valenwood. In the story that I designed I added Cyrodil and Skyrim where the area of Cyrodil was 900% the original size, so as the original game was 5 by 5 miles, the new setting was 15 by 15 miles and Skyrim was grown to fit exactly and that was the new stage, on this I added Elsweyr and Valenwood. The premise to allow added places (as some designers were truly amazing and that was a new setting in RPG gaming. A world like game that was a new setting in gaming. One we had never seen before, and that was the beginning. The game was set on a different stage. You see, I envisioned an impeding war between the magical and muggles (sorry JK). This isn’t a copy of the Skyrim setting. I set the premise that there is a massive distrust between the two all over the game. No one is ‘safe’, and that sets the start, but as I really like the replaying of RPG games, there is the setting that one side is revering the Nine as well as the magical settings (Valenwood) where most of the Elves, High Elves and other magical people are (they are still in other places all over Tamriel as well) and that is setting the larger setting we get to embrace. The other side are the tradies and commerce people that are muggles (sorry JK) and they do not care for the magical people. As you get to encase the game, you need to keep the distrust balanced (no spoiler), and lower the distrust between the two. So you get to set another path and at some point you will need to make a choice and that evolves the game. I made the call to exclude the shimmering isles (for other reasons). But in one way we get to set free the princes of Oblivion, we also need to ‘reconnect’ to the nine and as we get the distrust lower, we can give the tradies their own guilds as well and that is all possible no matter which side we chose. As the princes of Oblivion are set to their thrones again, magic in the land starts to reflourish again, which also lowers the distrust with the council of elves. The setting also sets limitations. As you reset the guilds (except the mages guild which is in the imperial city in Cyrodil) you get to chose. You can have one guild per province. So you need to chose between Skyrim, Valenwood and Elsweyr (Fighters Guild, Thieves Guild, and Dark Brotherhood). You can only create one in each province. And each choice has an impact. The fighters guild reduces the mount of bandits in that province, the Thieves guild reduces the wealth of merchants in that province and the dark brotherhood reduces the nobleman and high ranking soldiers in that province. As I saw it there are more impacts. Where you place them will also matter, but only in certain ways, the second setting is that if you find certain books, the places will be stronger and have certain improvements. There are 4 books, one for entry, one for sustenance, one for accommodations and one for defense. The books are a mere extra and are not essential, if you find the books later you can upgrade the guild later (but a lot more expensive). And you lower the distrust of the merchants you get to build New Kvatch. Here the books become adamant, there are 4 books of the gates. The wooden book, the book of Dwarves Metal, the book of Moonstone and the book of Ebony. They decide the gate of New Kvatch and also the general look of the city. And as the city is completed you will get your statue in the town square. The statue will be Stone, Bronze, Marble or Ebony, depending on the gate was. And as I see it, there is a real need for a photo mode at this point (which unlocks now). 

As I see this remastered game, the ideas that I initially had in 2009 and 2013 erupts in my mind. 

I also gad a few winks to the older games. The merchant guild is now lead by Savonarola  Frasoric (Savonarola after a Christian false prophet) and Frasoric after the former guild master of Bruma. And in this he is not evil, merely (largely) useless. 

The setting as I saw it in less than 48 hours was largely reconnected to as I come to the end of the movie one YouTube. I also saw initially the creation of the mages guild and restoration of the Necromancers, which will lower the view of Meridia has on you, but it will increase the view Namira has on you and as such there are additional missions in the game.

Another setting are the merchants missions, they usually give you resources for New Kvatch and workers, the more workers you have, the bigger and faster the city grows. The first comes from the books for the gates. They will mention quarries for the stones and after you ‘liberate’ these quarries you have unlocked that is where the workers will get the stones. The workers are set to Quarry, transport and masonry. As there are more people, more stones and quicker results in the building. You CANNOT upgrade the city, the book you enact (a specific action in the book) will decide the look of the city and as you decide the city is created. From then onwards you merely get to ‘guide’ by completing merchant missions and get the town build faster, but there is the rub, guiding the merchants non-stop will lower the trust level with the Center of Elves and the Mages guild. The game is about Balance, as most things, balance is everything. And as I set the necromancer side, additional missions were introduced also gives an other setting for the pirate cave under Anvil and that might still be an option, but you need to finish the necromancer missions. In that no undead will initially attack you, unless you attack them (and then, they all turn hostile). As I saw it, more ideas came to mind and as Bethesda became Microsoft, I used the ideas to fuel other RPG games. Well, the ideas came to mind again as I see the remastered version of Oblivion.

Skyrim gave me additional ideas and I reckon that whilst Bethesda is trying to figure out how to connect to High Rock, restoration could add that to the premise, but that is all up to Bethesda. At present I merely use whatever I had to emboss the other RPG games and let that not stop you (or me) from enjoying a remastered Oblivion, because at present that setting is partially overwhelming and I saw almost 2 hours of a game that will be hundreds of hours long. A job well done (as far as I can tell at present)

So get ready to lose a lot of free time and don’t forget to have a great day.

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The art of evolution

We don’t realise, but we accept certain responses if we play a game, even an RPG. The talk back from the NPC is almost always the same. We tend to ignore that setting as a trigger to start a mission. Why? It is because it is expected. But what happens when that is no longer the case? What if a Chatbot becomes part of that system? We get what some would call a more natural setting to gaming. So we see in these ‘games’ the expected return of parameters. But what if that is no longer the case? I talked in the past about language games. Learn Latin, Greek, Italian, English and perhaps even Japanese in new ways? I talked about the placement in Rome, the setting could become that asking the question of a priest gives you the answer in Latin, so you get a new setting added. But in this case, the NPC setting is his intelligence. As such

I picture it as a setting 0-10, but the interaction could be that the farmer, or the help will a low setting, the range of a tradesman or shopkeeper might be higher and others (wealthy, educated) would be high. The game now has grades of interaction, a more natural setting that we might see naturally. The idea that the farm help gives you “The man with refined eduction is traversing to the Town Square” is ludicrous, but that is where we are and it is no longer a setting we should embrace, especially when you emerge into gaming and with linguistic based games it will matter. As I was mentally designing a Latin based game. I set the interactions around the life of Marcus Aurelius. Apart from the guards that might not allow interaction with the Roman Emperor, we now get a localization issue. You can only have a decent chance to interacts with him if he is at the library, forum or a public place. You still need to be able to get close to him, but that is a different problem. This is specific, but the interactions with NPC will not depend on who you approach and your answer is set to his intelligence. There would be an entire cog of interactions and the usefulness of the answer. I find it a little weird that it took this long for RPG’s to evolve to this degree. We tend to forget that Bethesda set the marker ‘high’ even as some of these games are already over a decade old and even newer games are set to the system that a game like Skyrim introduced. With chatbot based systems we now have a much more natural interaction of the game and the idea of setting this to a chatbot has been overlooked, as the game might seem unyielding, but chatbots can be set and having NPC’s intelligence or even intelligence with a social element.

We might get the response that this is too advanced, which translates into “We can’t be bothered” and that is where the levels of interaction differ. We need to expect more of games, not what is the setting that some like to respond to, but gaming is about sitting just beyond the borders what we can conceive and relying on Skyrim, a game 15 years old has passed now. Don’t get me wrong, Skyrim is still as interacting as anything we see released next month in RPG gaming, but that is massively wrong. And consider that this system when added to an older game like Skyrim, could ignite gaming desires. For now I have considered a more natural interaction when we consider learning languages this way and as the world stands we might have to consider this sooner than later. As we see education cuts all over the world (America and United Kingdom mostly) but it doesn’t stop there and that was why I thought of the Ubisoft interactions in games and as languages could be taught in this way with a whole range of languages (and social skills) we see that people can catch up in their own time (my sneaky setting that a Playstation 5pro could be an excellent mandatory school item) I can dream too. But the setting that there is a larger need justifies the interactions and setting interaction to a much higher level might throw the people in a more justified interaction, especially if we can see how social skills become part of the learning game. In this RPG gaming gets a leg up in many ways. 

To make these game more natural is a solid first and we all interact with NPC’s in numerous ways, so lets make language interaction more natural and more enticing. Mainly because a game with fixed responses loses its appeal after a few times, but natural language skills will keep you emergingly entertained and alert for a much longer time. 

Ain’t it great? So have a great day and rest assured, we all enjoy a more natural interaction in gaming, even those who do (at present) not give it a second thought. That too is the power of innovation. When you get confronted with it, you will wonder why you never thought of it before.

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