Tag Archives: RPG

Belated brilliance

Some of us know what I am talking about, when we first see it, we think ‘nice’, nothing negative, just a plain nice. We liked the story, the girls loved Jude Law, the men were all over Jennifer Jason Leigh (virtually). The story was good, there was nothing bad about the whole thing, but now 20 years later some are realising just how brilliant David Cronenberg really was at that moment, our computers are catching on, our approach to virtual reality is catching on and suddenly what was once nice, is now regarded as the Koh-i-nor diamond. I am off course referring to eXistenZ the movie. We can take it apart from any angle, but consider the side we can now use on the PS5? What if we create an RPG that is a dream within a dream?

Not unlike the book the Talisman, consider a map, the normal game map set to a normal grid (whatever you call normal). Now we see a second map, that map has relative places in the same place (not the same place), but you are placed in wherever the temple, or resting place was. So in map one we have something resembling Japan, whilst Map 2 is more like New Zealand, as such map one is 50% larger, yet in relative places we see similar places and the resting places is an option to travel between the worlds, both worlds having duties, quests and achievements, but if you are a Shaman in one, you are an artisan in the other, a ying to every yang. Now that we have the power systems (like a PS5), we should use that to fuel gaming imagination, not merely a more buggy and textured killing game, but a sandbox game with several sandboxes, optionally they have very different kinds of sand in that box. Optionally there aren’t 2 worlds, but three or four, the opportunity offered will be staggering. 

Now consider that no game designer has ever considered creating such a leap, well, apart from serious Intel computers, the power was not there before, so why do we see more Assassin’s Creed 2022 LEAKS, with references to Africa, why more of the same whilst the last two games are still buggy? Why more existing IP, and what makes for the massive absence of new gaming IP? The creativity is out there, some of it is 20 years old and never considered for gaming, all whilst that movie was all about virtual gaming. What allows for an iterative mind to exist in a world that relies on true innovation? I mentioned that before, when you try to make a game that appeals to all, you end up with a product that pleases none, I would think that some game makers would have learned that small truth by now. I created (in my mind) in the last three months close to half a dozen games and if I can do it, why not these self proclaimed experts? 

I will let you decide, but if you get jumpy and overly exited when you see the next Assassins Creed, like a teenage boy seeing his first photo model topless shall we say. In a stage when we can be exploring life as a tailor, designing cloths for her naked body, I reckon you got exited for the wrong deal. By the way, according to some ladies that same formula works with Daniel Craig too, so he should be happy for now. 

For me, these ideas came to me as my mind was arranging books and movies, rearranging ideas in all novel ways to make connections that were not there before, so why aren’t others able to do just that?

And if you think gaming is a mess, consider that I completed the concept of a stealth systems to deploy a solution giving the Iranian navy a unique view of the Sea of Dammam (the view from the bottom), so what gives? Northrop Grumman lost idea’s and is relying on the Next Generation Interceptor program to stay alive a little longer? Well, if software iteration x.53 is anything to go by, it will not last long. Iteration was the game of financial stability, it is now the deterrent of innovative leaps ahead, it was the one part that the weapons industry had in common with the gaming world. Innovation was everything, and that is falling away more and more. 

So even as the Wall Street Journal gave us in 2018 “a payload adapter—that failed to operate properly in space”, it is interesting wording, apart from the silly notion that more than one thing went wrong, so as I gave two maps with different scaling, what else causes a person to be in a different place when he falls asleep? The person who never really knew where he (or she) was and that is important in gaming, because there we do not sleep, we merely pass time, so what happens when location and time are triggers? What if one life is set to time, but the other one is depending on a sun and a moon? In a real stage where we have two worlds where both work in a different premise, understanding that premise is essential if you want to efficiently win the game, that has been a cornerstone setting in RPG games for a long time, so why not change that stage, the technology is now powerful enough.

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A path retaken

We all tend to do it for all kinds of reasons, gamers do it to redo that achievement feeling, or just to feel awake and superior, for me Ghost Recon: Future Soldier, the Russia airport scene does it every time, 18 kills, 16 headshots, 100% accuracy; those virtual Spetsnaz kids had no idea who they were messing with (a nerd with a joystick), but hey, I digress.

I got to playing God of War again, it had been three years and when I played it there was no PS5 and that game became even more magical than it originally was. This time around I played the easy version, I wanted to enjoy all the views and I had forgotten just how perfect that game was. The soundtrack by Bear McCreary, the narration, the smooth graphics, especially the witch in the woods (censored identity), she looks as gorgeous on the PS5 screen as she does in real life. The game is all kinds of perfect, and I had actually forgotten just how perfect it is. It leaves little doubt why the game was rated between 94% and 100%, perfection seems to do that and from an RPG point of view, walking through Midgard, Alfheim, Helheim and so on looks overwhelming, and now that I am playing it in easy mode, the adrenaline goes down and I get to relax at times, taking in the beauty of the game more seriously than I had done before. 

Even as I never found everything, and there is every chance I will be in that same situation now, I do not feel bothered, the game delivers in so many ways, the idea that I miss a puzzle or two is mere icing on the cake. The game delivers and delivers again, that is excellence! (Ubisoft please take notice).

Even now as I am designing a new RPG, the feelings that I have replaying God of War matter; if you can hold your thoughts to something as perfect as that, you tend to gain ideas, you tend to open the thinking field and that part matters too. There is no need to copy, there is no need to be alike, there is a need to compare to a game of the highest notion and critically analyse the thoughts you are having. Others might use GTA5, or perhaps Horizon Zero Dawn, it doesn’t matter who you compare to, as long as you do. For me the story is everything, and there God of War delivers, in that I need to consider, if Keno Diastima (my TV series) taught me anything is that the field might have special effects taking the limelight, but it makes up for no more than 10%, any more and you are relying on the creation of a popcorn movie and the writer in me abhors that idea, it’s like a Batman story, complete with the kapow, crash, wham, and sploosh but without the graphics, it tires really really fast and that is what the game designer needs to fight, nearly all the time. When an action sided RPG launches, most of us focus on the perfection of form of the characters, and most forget the room they are in, the helmets that fall to the sky when you hit them, and perfect that ‘ding’ sound when an arrow hits a helmet, even as there are no cymbals in that village, there is a much larger setting here and when you revisit the God of War you see it all, the lack of glitches, bugs and weird issues (we are ignoring the blue dwarf in this case). What is a larger setting is the fact we ourselves need to take heed to not put our idea on a platform and if we do (not the worst mistake) we need to be willing to grab the nearest maul and reduce that pedestal to rubble if need be.

It comes with the territory. 

And I am still a little overwhelmed, I wanted to replay a great experience before the sequel is out (optionally in 2022), the amount of thoughts and the stages (some I had actually forgotten) that I am confronted with is more than I expected and my mind is taking notice of a lot of things more seriously now. 

That last part is not entirely due to myself, the option to compare mental notes to released perfection is rather rare, I named 3 titles, two of them had the smallest needs for alteration (if any), three in a stage of hundreds of games. Metacritic has 3 PS4 games that are 95% or higher (same amount for Xbox One), as such you can see just how limited that list is. And we need to take heed, plenty of games had good ideas, some had great ideas and did not follow through, no matter what the reason is. In this Ubisoft is that shining example. When we consider Far Cry 5 with a 70% score whilst Far Cry 3 had a 90% score you might see a first reason, how much money did Ubisoft deny itself? Because the PS3 was superior to the PS4, or because the game maker did not hold that candle up to its own reflection? I am guessing part two, hence the need to compare to something as perfect as possible (and perhaps not rely on repetition as much). 

There are more examples in other places too but you get the drift, we need to aspire to something bigger and get closer to this to be counted and too many do not. You can copy the idea of others, stay on iOS and hope that the micro-transactions do it for you and as money goes, doing that once is not the worst idea, but it does limit your future as what some would call a legendary game maker. I do not pretend to be one, but I hold their example to the light as much as possible, hoping that the ideas I have can be transformed into something that no one has seen before. If I do that and I end up a mere 70% developer, but if I see the verdict “new and unique” I know I am on the right track, the 70% part might be my lack of experience, we all go through that, not doing it because of that reason is just silly.

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The quest for tea

As we sit in the teahouse we wait for the visitor to come. There is a cup of tea in front of me and I take a careful casual sip, there is also a tea kettle in front of me. The house is empty, it is still early, the villagers will not come for a few hours, as such I am relaxed. I look at the room with merely an old man in the front, the caretaker of this establishment. As I take another sip I see the man relaxedly walk towards me. Hello [questor] he states. I look up at him and noticed him smile. It is getting late, you should try and sleep and his voice slows down even more, I want to react, but I cannot and my eyes close and everything starts to turn. 

It is already nightfall when I wake, the man is still in front of me, but I am somewhere else. He is asking me to relax, take a sip of this, it will waken you up more quickly, he takes a sip first and hands me the drink, it is cold goat-milk. He nods “I am the pottery master. You will learn a lot here. You were invited by a person who requires anonymity for now, yet I must train you. I accepted this, you will accept too, there is a lot to learn and it will take time” This is the intro to the first artisan quest line. The quest of the potter. Pottery is a lot more important in this RPG. Some clays will strengthen toxic properties over time, others will dull them, knowing which pot does what matters, some will inhabit the inner part of a wooden pot, others are flasks, but the ceramics matter. Toxic, healing properties van flourish in one kind and be lessened in another. Some ceramics can withstand heat others cannot; some are great to keep reagents in, others are not and there are rules for liquid and solid ingredients, you will learn them all. In nearly all cases your accuracy will improve and that is a direct result from the skills I will teach you. 

In this game and many others range fighters require accuracy (dexterity) and some arcane skills require that element to be higher, potter covers them all and it also allows you to make fire bombs, stink bombs, sleep bomb and much more. It is a natural progression and as you master this part you will be more apt in many departments. This part will rely on some of the historical ceramic sides we see. Celadon, Tang blue and white, Murano flasks, we will discuss and make them all, it will sharpen your skills and they need a lot of sharpening, let us begin.

This is merely the introduction of the first part, a stage that drives the next two artisan quest lines and you will have to make a choice, that makes the game enticing to play again and again and in the end you will leave your comfort zones a little more and you will desire RPG games even more, because the discomfort zone overcome makes for a much more fulfilling form of RPG, it is not what you are good at, it is where you become good that is where the challenge is faced, some RPG makers forgot about that and I want to rectify it. Consider all the RPG games you have seen, where was pottery a factor? We see alchemy and cooking, but we forgot that the cooking pot is also a factor and generalising that part got them a generic boost, but I am trying to fond a way to get a boost over the whole line. As pottery, masonry are added, we can tweak forging in another direction, one window closes and another one opens and when the player needs to climb out of one window, he might overlook the fact that the door was too generic a choice and now that player is in charge to set the stage of gaming, we can adapt the game to quite a different stage, one with short term benefits and long term costs, because not all choices are a plus, some have quite a nice collection of negatives, it is the total of the game offered that makes us a winner at the end of all those choices. and lets not forget, it is all to make a new and better PS5 RPG game, the others can fend for themselves.

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River of choices

We all have these moments where we contemplate things, you me, we all do. When I am in that stage I tend to play a game to clear my mind, let my subconscious work out what I cannot voice, most of us have a mechanic of sorts to work through this, and I am not different. As I was considering a game, I returned to Dragon-quest builder, on Switch, the second game. I never finished it, mainly because some of the quirks got to me. Let me be clear, I was talking about quirks, not bugs or glitches, although we can argue on glitches. I got the demo which gave us much of the first world and it enticed me, it was fun to play and the word fun os overbearingly important. A bad game is a bad game, a fun game is for the most never ever a bad game. It might not be a great game, some are optionally not good games either, but fun works out the kinks in your armour every single time, so now that I have worked through the kinks, I am going back to the game. You see, I have issues to work through, issues on the RPG my mind devised (and put online in these articles), yet I need to make sure it is about the game, there is no hatred towards Bethesda, lets be clear if you have a program (or a few) what would you do if you were offered eight point five billion? I would do the same. I have a natural disgust towards Microsoft, but that is on different grounds. 

So as I was playing Dragon-quest Builders, my mind worked out a few more settings in the RPG. The stage where you either build a house, or buy a house, a house is for most our most powerful possession, so let’s make it a house of power, a house of family and where you set it has benefits, no matter where you set it. Consider that Bethesda’s Oblivion, in your game you could own a house in Anvil, Bravil, Bruma, Cheydinhal, Chorrel, Imperial City docks, Leyawin and Skingrad. So how many friends do you have who have 8 houses? But what happens when the house becomes a stage of power? Not merely houses that have more or less (and therefor more affordable) power, but different kinds of power. To coin a phrase, in Greek terms, what if the house in Leyawin is blessed by Hades, as such a necromancer would have bigger abilities over time and more powerful as he is in his house more often, as such the child born there would have increasing benefits. But in this RPG there is no Hades, but the idea still sticks, and it was not done before, so enjoy adding that part in your Playstation exclusive RPG.

Yet it does not end there, houses is one part in ones life, the setting is what is added and it is important to be unique, or at least not as much as a copy of true originals as some others are. The houses are just the beginning, as we get into the game, the house itself will optionally be the giver of quests, which does not mean that all houses should be owned, you can at each time only own one and the quests will not come until the next generation is there (born in the house). There is also the stage where one third is some form of copy, so if there are 7 houses (random number), the 21 quests will be there, but 7 will optionally be a revisitation. It allows for replayability of a game, giving it a much larger stage to play, in all the game requires at least one replay as we have three generation and 5 arcane houses, and 5 mundane houses (still working on that), as such you cannot play them all in one play-through, as such there is the evolution of towns over three generations, so the game will be much larger, I had some sort of version in my initial view of Elder Scrolls VII: Restoration, but as they are now Microsoft, I can incorporate the few dozen ideas I had there to fit this RPG, so you have a lot more coming your way.

Consider a game with 5 main quest lines and dozens of side-quests. A station of consideration and in that river, we must make choices, if we listen to marketing we get the vile ‘This should be enough’ and ‘what if we copy that idea, it is easier to replicate’, and that is not false, but that is why the top 10 of best Ubisoft games are 1994 or older, that is 26 years ago. Personally that list is fine, but I would have places AC Origins in there at some point. Ghost Recon Breakpoint had 52%, Ghost Recon Wildlands 69%, games that should have been 85% plus games didn’t make it, why is that? A game that tries to appeal to all, will in fact please none. A lesson that Ubisoft never learned. And that is where I am not going, as such I am relying on a different course, to envision a different RPG that pleases all RPG lovers and if some want to take a leap there they are welcome. Yet some will not like it, they rely on racing games, FIFA and other games and they are welcome there, I wish them the best fun they can handle, and some are totally nuts about FIFA, I am more of an NHL player myself. We all have fantasies and mine is to be an NHL goalie (as sports go). So as I am taking a view on the mundane quests, the economic stage of the island, I want to set a larger stage of bartering, we al needs stuff and let’s face it, cola caps make for lousy food, so how to go about it? We can return to the age of Rome and get paid in salt, but I reckon that in most villages the need for hides and tools will outweigh the need for jewellery (but not always), so as I look into the stage of artisan quest lines I leave you with the thoughts I had. Do not consider out of the box thinking, throw that limitation overboard and make the consideration if my thought had to fit in a box, what shape would that box have?

It is just a thought to entertain.

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Mummy and Daddy

Yes, we know it, we lived it, but we never played that stance. We learned it in school, but I took a page out of the works of Gregor Mendel who gave us the foundation of genetics. So proud Sony developers, it is time to walk into the next level of RPG gaming. The one part that was forever an issue was that Bethesda had to set a stage of rewarding, per cave, per site and that was fine, but spelunking and tomb raiding are not always that rewarding (ask Lara Croft if you doubt me). So even as you started to play as a he or a she, which was your choice, what if we give some kind of a time limit, if you started early, you had a family, as such the partner becomes important, so when we go past the steamy sex part where she rolls like a horny vixen and you get ‘victimised’ towards creating the next generation, you get a choice will the next adventurer be a he, or a she and it is not just there, as the next generation is updated every visit you make, the partner (depending on what gender you are) also brings power to the mix. And that is where RPG have not gone before. So there is a social setting in the village, or wherever you are living, the successful adventurer has better chances, more options, and there the game evolves, as we make a choice if the partner is more artistic, some abilities evolve into the next generation, more arcane gives other choices more power and so on. 

So for example 

Partner’s job
Smith – Strength
Farmer – food as a resource
Artist – accuracy, mapmaking
Carpenter – woodworks, agility
Butcher – armour, meat, leather
Baker – Food, alchemy, arcane support
Textiler – Fabrics, accuracy, armour design

And the list goes on, the idea is to imbue the following generations with additional knowledge. A set of things that you might have ignored but are gifted to the next generation. 

It also requires a much larger stage on the game itself, what we see, how we look at something alters, and getting rid of the simple internet solutions is merely icing on the cake.

Consider what we consider that some golden quest can be found and completed by the first generation, but in many cases the golden quest gives us some treasure and a larger clue, it is up to generations 2 and 3 to complete them, it is basically, to some degree the end of the linear quest person, it is a stage never seen before and I believe that whomever makes that game to the degree we see will make that developer a nice future stage as a new larger development house, and as Micro$oft learns that they lost out again, perhaps they will take the word of gamers against that of business analyst claiming to be gamers. 

There is a set of choices and the idea is to have a game that encompasses three or four generations. The more fame, the more the town grows, the better their setting for gold, for shops and resources. We are so used to do it all ourselves, we forgot that some tasks are too big, and the family still gets there, if the father gave the right clues that the son (or daughter) can pick up on. A new style of RPG and when we add the previous parts that include the 5 stories of the arcane, the set stage of an island the size of New Zealand, which is a place one person cannot explore in one lifetime, especially on foot, as such we can play an avatar (demigod) with a decent level of immortality, or we increase the game in other directions, I decide to opt for option 2 and so far no other game maker ever has, so as Microsoft is playing the same card over and over again, I am offering this to the Playstation developers, to create something quite new, something gaming has not seen before and that is what gamers want, something that is new to them, whilst not upsetting the genre of the game, it will remain an RPG, an evolving RPG no less. A setting that was viewed in the first day, but I saw too much and it took time to digest all my mind created at the seed of light, I merely wonder when gaming gets to this place, because as cloud gaming goes, its power will be in long term gaming, optionally another reason why Bethesda was so appealing to Micro$oft. Too bad I am handing out these ideas to Sony developers for bobkis, what a lovely waste of $8,500,000,000, ain’t I a stinker?

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Then the bite

In support of the previous article, I add a little more. We were talking about the creation (on Sony) of new RPG games, I gave part of that setting in that article but the largest station is not merely the game, it will be the story. A stage where we game away generations, we need the setting of a larger stage, a larger story. The story needs to be bigger than us, or bigger than any person could fit. Not exactly Disney’s ‘Once upon a time’ but you get the idea. It is there that we need to set the storyline.

  1. The drive. Bethesda was pretty good in starting with the prisoner part (Oblivion, Skyrim) and even as that seems appealing, I needed a larger stage (and avoid copying Bethesda). I wanted more than a steeplechase of serving (or servicing) others. In this upcoming poverty tends to be a decent stage, we all avoid that and we tend to van more or less ethical constraints. In addition there is the need to be more than one’s expected self, I tried it, it is mesmerising. In the age when too many people stated that I would never amount to anything, I ended up with a Master degree, the first in my entire family tree, so trust me, it is mesmerising, and that is also the push. If you can relate to a push, the story becomes a lot easier to write.
  2. The Narration. On some early Monday in my youth I actually worked (freelance) for Playboy for a short time and the editor gave me the biggest wisdom in writing that any person had given me in decades. ‘Write like you are talking to a friend’, I have taken that to heart for training manuals, for articles and for other writings and I believe I became a better writer because of it. The narration is more important then the dialogue, the narration sets the foundation, the atmosphere and the chase.
  3. Bullet Points. Yes, I do hate them when they are in some memo, but to get the story train rolling setting up 1-2 dozen bullet points of what you need to cover in a chapter tends to be a decent golden rule, it keeps you on track, it keeps you focussed. For me, whilst pondering the concept TV series ‘keno diastima’, it helped me focus on what was important (at that moment and that part of the story), and if it works there, it will work in a RPG game as well.
  4. Realistic. Yes it is an odd word to find in an RPG, but the realistic approach still matters, sometimes when the bridge is out, it ends, swimming across the stream seems nice, but the rules of thermodynamic are no joke and that is before you get introduced to Mr. Salty, he tends to be where you do not expect him and you never expect him in the first place. In other news, realism also applies when you try to kill an enemy the size of a main battle tank with a dagger, Daniel Boone is the only one who actually pulled it off, if the stories are true. That is one in thousands over the last 200 years, the odds are not good my friends, they are not good indeed.

In previous stories I gave something towards that storyline, but in the end, you are the best storyteller, you need to be, because you are making an RPG, and that is one play-style that cannot survive without narration. In this there are two ways, keep the stories separate (always good) and try not make them intertwining too soon, when you have enough of a narration, you can start to see if they can be combined or intertwined. It is a lot easier to have 12 small stories (300-400 words each) and after that see if and how they can connect, than trying to be clever and make one story of 5000 words that goes nowhere (i tried this earlier in life and failed dismally). 

And there you have a decent winning combination into the storyline for an RPG. Have fun Playstation programmers!

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First the sting

Yes, it happens, we get stung every so now and then. It is one thing when it actually happens, it is another when it is done for secondary reasons, which were the main reasons. Forbes gets us there with “Yesterday, there was a roundtable with Xbox and Bethesda folks talking about the recently finalised purchase of Zenimax, with the biggest news being the reveal that more or less every recent Bethesda game you’ve ever heard of was now being added to Xbox Game Pass as soon as today”, we get it it is a reason but a secondary one. There is also the exclusivity reason which is equally secondary and it is given as well with “a bunch of future Bethesda games, likely including the big ones like Elder Scrolls 6 and Starfield, are going to be Xbox exclusive”, but it also gave us “on any device that can access Game Pass”, which will be their secondary Xcloud push. The article ‘Microsoft Stuns With Reveal It Bought Bethesda For Xbox Game Pass’ (at https://www.forbes.com/sites/paultassi/2021/03/12/microsoft-stuns-with-reveal-it-bought-bethesda-for-xbox-game-pass/?sh=27455bf8fa48) is more than that. The PS5 has broken all records and at present we get that over 4 million were sold in 2020 and it will rise to an expected 17 million in 2021. There is some conjecture because Microsoft is scared of the numbers, but it seemingly amounts to 2:1 on average sales two PS5’s for every Xbox series X sold, and it will likely rise to 3:1 when Sony stocks are globally replenished, these numbers scare Microsoft, which is why Twitter is drowning in XCloud advertisements. I also believe that it scared Microsoft enough to pay $8,500,000,000 for Bethesda. Bethesda has a loyal following and they hope that enough Playstation fans will drop the playstation to go wherever Bethesda is, the bandaid with the timed exclusive of Deathloop on the PS5 is merely a bandaid to deceive the minds, any gamer knows that the power of gaming is Elder Scrolls and Fallout. That is what Microsoft needs and that is why I had placed the setting of a new RPG as freebee for any Sony exclusive designer. I am about to add to that. And it might upset enough board members at Microsoft when others get for free for what they had to pay 8 billion plus, I am all about the sarcasm, unless it backfires, then it becomes irony.

You see, the largest challenge was that I am trying to avoid some Elder Scrolls replica, which is why I took the path I did and I added the generation stage, there is only so much exploring a person can do in one lifetime and I had the improvements for Assassins Creed to consider. So I created an altered stage for the player. 

The stage is set in phases, but I had to consider how to set the stage

Path APath BPath C
Path AXX
Path B1X
Path C2XX
Path D1

The story has a number of paths, we map the ones we take, but in this I am also allowing and setting the stage for the paths not taken, as long as the path has been discovered. To illustrate this, perhaps we can think back to Fallout 4, the first place you emerge from had a cold weapon at the end, but you have no skills to get there. So how many have forgotten that weapon? I certainly did the first two times I played that game. Yet it is about more than just a chest or a location, I wanted books, scrolls and tomes to be much more profound, I also wanted to make sure that you cannot carry like a mule and that the chest in your house does not hold a container full of stuff. Most RPG players are hoarders, as such I will need to change that premise too. As You see in the table, the first person (path A) will take paths B and C,  this is where the shoe gets a new style, there are two outcomes, the person dies before betting back home, in which the next generation has no idea where to seek, other then follow the same map to find his parents remains, this is a limited chart as there are only three options, but the stage is seen when the parent goes home after path A,2. Now as he is home the next generation gets their diary and tomes filled, more important, some of the skills are automatically gained. As such the next generation will not start from ground zero, and whilst that person has every option to take skills into new directions, it will be up to the player to do so. The second part is the map, I made mention of it in an earlier story, but what if we take what Assassins Creed does to a whole new level? There are dozens of RPG’s and they all map similarly, what if we change that? Each generation is at least a decade apart, we get to evolve mapmaking and transcribing maps during the game, so consider the AC2 map of Venice, going to the top of a tower fills it in, yet there was no learning curve. 

I want that time is an equaliser and evolving stage here, as such generation one will give entrances to a place with roads but not much more, all whilst generation 3 will map out roads, hazards, and also give rise to dangers AFTER you visit it, not before, unless the diary had given out the dangers in a place. These are just a few additions, or alterations to current RPG games. Like the blowpipe, I needed to get away with the bow and arrow, optionally crossbow. I wanted the blowpipe and later allow for something like a catapult (slingshot) to be introduced to keep range weapons alive and to give something new to the game. As one goes away a new portal opens and that was the intent all along. As evolution becomes a much larger stage in this game, we are confronted that death is pretty permanent and it allows for a new dimension if you play it in permadeath. In the end the stage is around these parts, but the story is still the most important aspect. So take the previous stories as a template and see what happens when generation one goes into one area, but as generation two you can travel in opposite directions, to set the land to that contrast requires a larger map, more options and different kind of hurdles. And there we see the initial part, with well over half a dozen stages that Bethesda never considered (or optionally rejected), and now it is in the public domain and we can show Microsoft what it feels like to spend eight point five billion on something that looks and tastes like a lemon, but that is merely because they thought it would solve all their problems and I am happy to add to their misery (I have to do something). So let’s make games and set the bar of Sony versus Microsoft to 5:1 or better, gives those Micro$oft people something to cry about, most of us will like that part anyway.

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Yo clodhopper

Yup that was my finest hour in diplomacy, we’ve all been there. Although I just woke up and I just had a great idea, well, I sort of had the idea before, but it took shape and it is now 03:30, so it must be good. 

You see, I have worked on several parts of the free RPG for Sony (as a response to the act of Bethesda), yet I now have a larger stage for the map, the map is not one map, there will be 5-6 maps, yet with every iteration of the map, the map evolves the map changes the presentation of where you are and what is there, but it does not change what is there. Consider the maps from 14th century and the maps we see now (not Google Maps), there is evolution and I set a stage where we have larger differences. A geologist and an explorer have their own versions of maps, that is how their trade set it up, it is how they evolved their maps, yet in gaming we never did that, so I am making a larger change, and in support of that, I also came up with the option of a new game, or a new game plus, making the game a larger evolution stage. Why?

No one has ever done it before and in that regard the larger stage is set. There will also be a cartography shop, run by no one other then Miss Beth Esda (sorry Christopher, I just had to go there). I will tell you later about New Game Plus, because this one is one that is also new, but the stage is that it still needs a little work. 

So as we barge through the land (clodhopping), and as we look towards the sky on where we have to go, I see options I had never contemplated before. We can push boundaries on what we perceive we know, but what happens when the darkness is actually a void, a place where we merely stop being? So as we step in and out of the void, we set a new registration, one that Skyrim but not to the degree that they could have seen it, and my vibe merely picked up on the missed opportunity. It will be some work to set the stage to a larger frame, and it will take a decent amount of brooding, but I think I have an idea how to proceed on it and I will keep you informed. Still there is more, I wrote about it earlier, and as I considered the ideas I had in a new version of ‘Murder on the Zinderneuf’, I considered a different stage to the game, yes it is based on that game, but so different it is no longer the same game, and as I considered the game Clue, perhaps you have played it, so what happens when the corner rooms no longer have secret doors, but on a higher level they have doors that lead to another part of the Hindenburg? In addition to that, there will be a stealth and a deception element to the game. Linking that game to achievements in another game. If the new ‘Murder on the Zinderneuf’ is an evolution of Clue, we could also have an evolution of Hotels, or Monopoly. If this is a Google Stadia setting, then the people would have access to both games, so what happens that relics found on the Hindenburg will unlock new options in Hotels, and Hotels opens up options in ‘Murder on the Zinderneuf’? The options are all cosmetic, but they are nice options to find. It is not completely new this approach, but it was seldom trodden and as such, I think it is important to set that stage. The gamer loves any game more if we offer something that they never had before and a cloud gaming solution like Google Stadia (or Amazon Luna) will need to reconsider and re-evaluate what they have, what they think they have and what could be made possible. You see cloud gaming can only exist if people have long term commitments to that setting, a new Ubisoft game is not going to do it, Nintendo is figuring it out, as I see it the long term commitment that gamers have with Animal Crossing: New Horizons show me to be correct, and the amount of gamers that are ‘addicted’ to that game doubly so. 

There is even a larger stage to the RPG that I am only now trying to figure out, it is a new setting in conversations and in localisation, and the setting that it has never been done before is making me happy. Consider that Ubisoft lost 15% of its value over a period of 30 months, and I now show that I have the inside track on solutions that they never were able to innovate, I think that I am on the right track, now, that does not mean that I am better than them, I am merely more willing to drive innovation, is that not what gaming was all about in the past? 

Why have we become so driven to ‘highest graphics’ and ‘coolest effects’, look at Nintendo and watch where that happens (it does not) and still they beat the most powerful console in the world (the Microsoft contraption), as such we need to consider what we could be able to achieve, not merely what some marketing type tells us what great is. We can decide for ourselves what great is and it tends to be the game that baffles us (God of War for example) and a long list of baffling games, and in all this where are some of the creator? They are merely pushing out more of the same and they market it as innovative new, but tell me, which franchise has truly delivered innovation in gaming? 

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Replay the past in the present

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

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

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

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

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

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

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

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