Tag Archives: RPG

Changing the setting

To get to here, some need to read up. In the first there is ‘Recap to the intro’ (at https://lawlordtobe.com/2021/09/25/recap-to-the-intro/) which was written on September 25th. There was another story, but you will stumble upon it. You see my mind was remembering both Oblivion and Skyrim. So what happens when the unique items are not in the same place? What happens when we add a new layer of non-predictability? What happens when some treasures are part of the story of a book? So when we add a level of books named ‘First editions’ what else can we find? More importantly, these books are not in the same place. They are either in ‘important’ (read: expensive) houses, treasured items of a book store and in some book cases. More important what happens when these 20 or so books are scattered over the locations with EVERY new game? More important, what happens when two gamers get a different first game. Consider all the news that will stage the media, will stage the personal social media. Titles like ‘The bookshop at X had book titled Y’ will stage the larger stage. Because an RPG is about adventure and learning new things. And that is staged on what we experience, but help pages do not teach, it makes sheep out of gamers. So changing on how a unique weapon is gained becomes a test again. More importantly when every generation in the RPG has minimum achievements, the game changes by a fair bit. And that is what we need, new game changers, new games and more RPG, preferably RPG we had not seen before. In all this the storyteller becomes more important and the game becomes more engaging. 

But that is only one side of the story. You see, the larger station of to prevent predictability. It is hard, especially for me as I tend to take a shine to symmetry. So how do we change that?

We can alter the bad guys we face, not merely one ‘boss’ at the end, but a mix of simple and veterans throughout the location with a boss at the end, but what is the end? In a cave it might be the end, in a tower it might be on the highest point and in some cases, it could be in the beginning. Then there is the faded response we saw in other games to stealth players. I can guarantee you that when a body is found, or when too many people are missing, the rest will not relax and that was missing in too many stealth games. And you can hide the corpses, but in the end if you are in a house with 9 others and when you only see 2, you will get nervous. This is seen in two ways. In the first many NPC’s have a limit to where they can go, or how far they can go. In the second NPC’s are often limited to a level, but what happens to tactics when that changes? What happens when the NPC’s are there to make you fail? What happens when the guards are there to murder you? Tactics need to change. There comes a time when stealth does not always holds the candle, and neither does brazen bashing. Most games do not adjust for that, why not? OK, perhaps in the age of PS3 and Xbox360 there was a need to adjust to limitations, we all get that, but now, in the age of PS5 the stage has changed, the RPG games however do not seem to have this trait, and change is valuable, especially in RPG games. But how to go about it?

Well, in my universe, the first thing is to remove all limitations, to remove breaks and barriers. There will always a need to have some in play, but the larger reason for having them is removed by the coming of streaming systems and the PS5. This also sets the need of a safety zone. Most towns were safety zones, but in the wilderness it becomes important to have a safe place too. In the old days, the riffraff and animals were kept at bay with a fire, but not always and there we get a new setting. The ambush play. When have you faced an ambush in either Oblivion, Skyrim, Fallout 3, or Fallout 4? That is merely one of the changes that the new RPG games need to introduce. In the old days (1050-1850) there would be bands of brigands on the roads, travelling to ambush and these games did not really have these groups did they? A larger station of gaming that was missing and should not remain missing. With new hardware we need to change the setting of gaming. In my case RPG gaming because that is my passion and it would be the passion of any storyteller, but it is not the only stage where things need to change. I created the premise of half a dozen games, and the game makers went on the same track again and again. So let the smaller people hide behind ‘Microsoft Seemingly Confirms Ubisoft+ Will Soon Be Part of Xbox Game Pass’, to replay what was and doing that again and again is a waste of good gaming time, to set a new boundary is what keeps the players engaged. So whilst we see settings like ‘Skull & Bones Leaks In A Big Way’, the larger consideration is that this game was rebooted and delayed again and again, all whilst it took me a week to set the foundations of half a dozen games, all new, all having edges never seen before. And as you saw in the blogs, one totally new RPG set to a station no game has ever done. Do tell me how far behind Ubisoft and Microsoft are. Streaming old titles seems nice, but without a strong presentation of actual new games, the Microsoft streamer is nothing more than a history lesson and at $18 a month, Disney+ is a lot cheaper and more entertaining. You did figure that out, did you not?

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Skill to kill

Yes, very bright, is it not? But in the last few days I have been mulling over the RPG game I out here on my blog over the last few months and whilst playing Horizon: Forbidden West something stuck in my mind. 

You see something got stuck there and the skill tree is fine for THAT game, but for me, for the player it had drawbacks. It is not the game, it is within the game, and that is fine, but consider that  you play in such an open world. In that open world you tend to go in one direction. I tend to go the way of the sneaky archer. And that game limits what you as a sneak can do. This is not a weakness, it is not a flaw and they did NOTHING wrong. But the thought was in my head and stayed there.

So then we saw the smallest piece of Hogwarts Legacy and they gave us another path. In that path we are given:

Now, that is also a path we see, but my mind started blending the two elements. You see we get the stage of limitations, we get the stage of directions, but we often miss the blending of choices and there we ultimately see the stage where some are given the tendency to unlock EVERY skill. But that is not realistic, it is also counterproductive. So what if a game gets another edge. Consider that CCG games in the past had a limited version and a generic version. The limited version was black or silver, the factory set was gold (a factory set is a complete set of all cards bought at beginning). Now consider that we connect skills to a trait like the CCG game Illuminati did.

In that game we saw the head you ‘ruled’ in this example ‘Shangri La’ (see below), it can connect to any card, in this example we use a card named ‘Big Media’

As you can see it connects from a higher card on one side and connect to THREE sides to smaller skills. Now some have 0 connectors, some have one and a few will have two, but YOU decide the application of that skill. Now consider we go back to the first card, it is in the game not called ‘Shangri-La’, but ‘Covert’ and we have 2 of those cards in the beginning of the game ‘Covert’ and ‘Overt’, now we have archery which is (comparing to Big Media) not 4/4, but 2/3 It can connect to 2 stacks and enforce three connecting skills. In addition any card can be upgraded. The Big Media resistance will be its own power. So over time that number goes up (as you become a more skill-full archer), now consider that we end up with 4/5 stacks Covert, Overt, Social, Commerce, Faith and Govern. Six elements and you have either 4 or 5 stacks so something has to give and in the beginning you only have two stacks, so it will be about choices. How will you decide? 

And there is no better choice here, it will be about YOUR choice as you play the game. Now consider that as you get awarded cards through levelling or quests, you get new options and alternative options. For example the covert archer will level up having a larger chance of getting the scout card, the scout card can evolve into a mapping card, the edge and back of the card now represents a map, yes, we all forgot about the back of the card, but in a game, in a digital environment that side has options. And as the mapping option becomes available to select you see that mapping has benefits in the commerce side, especially if you gain art cards. There is still place for improvement (there always is) but when did you see a game that gave you CHOICES to evolve skills and adapt them in any way YOU could? I have been busting my mind and I saw no such options, not in ANY game and that is the power of versatility. It now becomes a side we never saw coming, but there is more.

What if I set that option aside like I did when I designed the Amazon Luna achievement keys? What if playing a game of chess allows you to gain the strategist card to apply to this game? It is just a thought but in that setting we get a stage that skill in one side enhances another? I do not think it is a great idea, but it could apply to cosmetic sides of the game. We could add a whole range of options. As we go forth we can also add cards, or evolve abilities with a black border (Covert only), white border (overt only) or gold border (commerce only), so kill shot would be covert only and if we evolve this over time the border becomes green, or brown and it an be applied to both covert or overt. And when we see this we can concentrate on higher end card, as they bolden all cards connected to them. In this there is one more stack, the homestead stack. As I state before we can influence to some degree, but if we add the homestead stack and we allow for levelling points to this stack the overall setting improves in town and that setting opens up a whole new range of options (and limitations). 

It is just one side of a game that is not ready yet, but consider who else has this and more important, which RPG allows for this? 

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Chaos on the brain

Yup that was me alright this morning. It started actually pretty good, I was enjoying some tea (yes I drink that every now and then), I was enjoying being in my bonnet and behold, a thought passed me by. It was a mix of Queen, a thought of Ted (the teddy) and things started to click. You see, when I grew up (a really long time ago) I got my hands on some Flash Gordon comics and the mix started to rattle. 

I loved it, it was just different. So I was a fan before Queen, Sam J. Jones and Melody Anderson decided to have a go at Max von Sydow. I loved the music, the movie all because the comic woke something up. Even nowadays, I miss the comics, I can still enjoy the Queen album (they truly outdid themselves) and the movie was for a 1980 movie quite enjoyable. But something was missing. You see, now we have the streamers and they could transform the original comics into something dark, gritty and closer resembling the comics. Who? I have no idea, but Amazon, Hulu and Netflix should seriously consider it. No matter who wins, if they can make it truly dark and more resembling the comics, they could have a large win on their hands, merely my point of view. Nothing more. So whilst that process started chaos came knocking on my display. It was Hogwarts Legacy (at https://www.youtube.com/watch?v=2AZmuZNu5LA) and it blew me away. Not by a little either. Even now as I am still enjoying Horizon: Forbidden West, I cannot stop thinking of what Avalanche Software has set in motion. What I saw was unique and flawless.  I plays a century before the Hogwarts we know and it works out that way. Yes, we recognise parts, we see things and creatures from all kind of places, but there is so much new to be seen, so much art in nearly every screen that I believe that on view alone, it will drive millions of Harry Potter fans insane with the need to get this game. Yes, I heard about the critique, I cannot say how I feel as I avoided (intentionally or not) most of the information as it was too far from release date. So whatever goblin issue there was the clip I pasted was my first introduction to the game and it looks utterly stunning. So even as some will say, I saw that. I avoided the 2018 leaks, I see no need to get hung up on something 4 years before release, and I still believe that. I saw some teasers that were released, and now some real stuff and this game could optionally set a new bar for many game developers. First Guerrilla, now Avalanche and Ubisoft cannot release anything to that level of gaming as I personally see it. Can you not see that Ubisoft is about to become a ‘has been’, like Microsoft (just a thought). So why the link?

I believe that any new IP, could be linked. Could transgress from comic to both games and series and here the path for Amazon becomes a lot more clear, but there is nothing stopping Netflix to seek an alliance with a real hungry and futuristic software house to unite and create both using one design and art team. There really is no need to reinvent the wheel and nowadays these wheels are a lot closer alike and a lot closer together than was the case in the past. 

In this fantasy and science fiction seem to be more easily adapted to both stages than others, but that is merely a personal view. And in this, what happens when you consider what games like Horizons: Forbidden West and optionally Hogwarts Legacy allows for. So what happens when the world of Flash Gordon become a much larger RPG styled game than ever before? It goes further than this. Consider Hansel and Gretel. Not the fairy tale, but the movie that gave us a bad ass Jeremy Renner and Gemma Arterton. Now consider the environment. Take Southern Germany, a map that maps Baden-Württemberg and Bavaria in the 11th century. And the Black Forest is only a small part of Baden-Württemberg. Now consider what you need to do to become a famous witch hunter. And optionally the golden Emma Watson statue if you kill more witches than anyone else (no need to avoid humour, is there?) And consider the era, the first Crusades are in full swing, so there is an abundance of criminals and charlatans, there are corrupt officials and in that stage you will need to put your stamp. And it does not come easy. In the movie they had the weapons, but in this game you will not get far without the help and alliance of a really nice blacksmith and they only work for coins. We are so gung-ho about the kill-shot that we forgot that before we get to do that kill-shot a lot more needs to happen. Would it work? I honestly do not know, but in this day and age, the larger entertainer and the larger holder of a unique piece of IP has a much better chance than all others. Guerrilla showed that and believe it or not, I believe (from what I saw) that Hogwarts Legacy is on that same track. Avalanche did something really good and I cannot wait to find out. And if I had to choose? I honestly do not know. I would look forward to all three games and it has been a while since more than one game was on my list. At present HFW is just so fulfilling, it is almost scary. 

But that too is part of gaming, the anticipation and finding out that it was well warranted, Ubisoft used to be like that, but now it seems the new software makers are on that path whilst the old makers are exiting the stage on the left side.

Chaos is on my brain, but it comes from a weird mix of the old, the new and what might be, and in the stage of a place that now has more than 20,000 castles? I reckon that any witch would want one, so there is a reason to play this in southern Germany and there is no reason to think that the map is limited to merely there. In 5 years, no telling what systems are capable of in 2027/2028.

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The stage of commerce

There are all kinds of issues, mine are focussed on the stage of gaming. The larger stage of gaming is always up to discussion, yet what happens when you want an open system that manages itself? Consider a clock, cogs interacting with other cogs.

For a clock the cogs are set, for system that allows an open system the foundations of cogs connected and have a connected interaction, but each of these cogs can connect to a different system and their sizes, when changed allows for a different interaction. I spoke about taverns in an earlier blog, but what if we consider guilds. A Guild of commerce would have a guild master and artisans connect to that guild house, so we see interaction on one hand, on the other hand we see shops interacting with NPC consumers. You think it is easy, but it is not. Consider that you need to create a ‘global’ stage of interactions. The cogs help here, they give a clear indication on connection points. In any nation you have costs and payments. So as a nation has taxation, we need to set these interactions to some kind of level. Let’s say the nation of Carrotville has income, it gets it from shops. It gets it from large farms. This means that they need income, better national income means a better nation. But how to set that? You can set a fake number, and go from there, but to set a stage of thousands of interacting NPC’s requires a different system, hence my idea of a machine of cogs to aid in this. And consider, the entire land is bigger than the game, so we get a part and that is seen per county. Lets say the game represents 4 counties, the nation if 8-9 counties. Now we see the stage where guilds play a role. In the middle ages there were merchant guilds and craft guilds. Of course for any RPG we would need a guild of the arcane and a guild of fighters. Yet let’s not duck into all the elements and let’s focus on commerce.

In the past I already discussed bookshops, taverns, and smith. We need to include goods and foods. This gives us the shops we need as a bare minimum, and considering the size of any area (in the past shops were seen in larger towns and anyone within a distance came to this place). So we now have the larger stage, and the people in that area add to this commerce. Farms sell food and goods to shops. Miners deliver resources to smiths, so as the cogs interact, we see what and how much (on average) goes in any way, but the cogs are not enough. Cogs make it an exact science, we need a random factor to be added between 1%-3% and within that percentage we need a chance element books that affect your business 50%-75%, other books 15%-35%, in that setting we now get a larger fluctuation, when we add elements for town enrichment and town size the numbers become interesting. We see enough fluctuation to make it work and to make it random enough to set a fit. The bookshop is interesting as in the old days literacy was a virtue left to the wealthier people, so the small towns would never have a book shop, but there was the larger need of a tavern, over time as we inspect the cogs we get a stage that can create the rainbow tables for a game, and the nice part if it is that because of the random factors the rainbow tables are dynamic and that creates a whole new environment. One where the game can live without you and you become a contributor, not the driving force of anything. We need to consider these steps as gaming must continue to evolve and any game needs to grow. It is time to stat designing the great RPG games of 2024/2025 and this is one direction that it could optionally go.

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The next challenge

Gaming IP is always a challenge. There is the iterative challenge of getting a sequel or a remaster into play. Even as the innovative charge does not hold up for too long, a great game remastered can fill the coffers of a software house rather fast and nicely. We have seen it in the past, we could optionally see it when someone decides to take SEGA Dreamcast IP to a new setting. I personally think that both Fur Fighters and Wacky Races are undervalued and cast aside. Fur Fighters has its own challenge and graphically on the Dreamcast it would be able to hold itself up against most of the IP we see today. It had the quirks that made us wonder what else would be possible, and that is a good thing.

There there was the Hanna Barbera classic Wacky Races. It was a race game that held up against Mario Kart and it was unique, a setting where the racers all had special abilities and overall each racer was gifted with all kinds of options, it was when the game was done against one another when it truly started to shine. There are of course more, but a lot of them were done in new ways and with new options. Yet these two were forgotten and in the age of play that is a shame.

When we look at the innovation station, the setting becomes oblique, there is a lack of clarity, in almost everyone and I am no exception. You see, we look at the games that exist and how we might do better or how we might change the way we play and that is hard, it really is, I do not deny it. I created several pieces of IP, yet I am also gifted with the weakness of looking to those who did make amazing games. I believe that is a problem, not a big one, but one none the less. I tend to look at the age that stands between the CBM-64 and the CBM Amiga (Including Atari ST). That era gave us so many games and so many could be upgraded and improved upon. Not  because the makers failed, they did not. But what is possible in 2022 was not an option in 1986, moreover there is every chance that the makers never considered it in those days. In this David Braben might have been one of the few to move Elite (1985) into Elite Dangerous (2014), it was great then and it became overwhelmingly amazing in 2014. It is one of the few games that made a multi generation leap and the best part is that there are dozens of games that could have that ability. I wrote about it in the past. The 1983 EA game ‘Murder on the Zinderneuf’ could be the next thing. In this that it could be revamped, set to a larger stage and it gave me the idea to set the streamers (Google Stadia and Amazon Luna) to a new set of achievements one that could transfer into other games. Setting a new premise towards gaming and optionally trying new games. Yet that does not make it innovative. I believe my generation RPG, see previous story ‘Recap to the intro’ on September 25th 2021 (at https://lawlordtobe.com/2021/09/25/recap-to-the-intro/) for details. The question becomes how many original new parts are required to move from iterative to innovative? I actually do not know. An RPG is not like other RPG’s and I avoided to copy the settings that Bethesda had, and I added options that Ubisoft ignored in the Assassins Creed. Sucks to be them! I ended up with more than 1 IP and a setting where Amazon could grow its population by 50,000,000 (not a typo). All settings that Microsoft just overlooked and ignored. The strongest console in the world? My ass! A ship is only as good as its captain and their board of directors are pushing ideas for self preservation whilst they do not understand what gamers want and need, as such they tend to lose battle after battle and it was Nintendo (the weakest console) that overtook them in less than half the time Microsoft had to grow its population. 

Yet the station remains valid. If we need more gamers, the need for innovation is adamant. Yes, we ca add iterative new games and that keeps the interest going for a little whilst, but it is long term games that a console need to gain real traction with consumers and that is why innovation remains key. Innovation is the next thing that drives hardware sales and that is what Ubisoft forgot about long before their 11th hour was up. And now that we see partnerships and all kinds of marketing messages (all whilst they lost another creative director), we can see that players like Ubisoft is trying to make their life last a little longer, all whilst the gamers know and see that their game is done. My prediction given last year was a lot more on the nose than most expected it to be and it matters. There is every chance that the headlines of Ubisoft that left become the new indie designers we hoped for and in this both Google and Amazon have a need to set that directive to their systems as fast as they can.

Time is running out and when gamers look around for a good game, it would be really nice if they are ready to support those gamers. Sony is ready, yet as a gamer I feel that a good gaming environment requires more than one platform and Microsoft is no longer a contender, so who will be the number two? Nintendo? Will the the people at Google and Amazon take this console war serious? We will let them decide.

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Expanding story time

Yes, this happens. Sometimes we get more to a story, but when was that when it was expanded on the main system and not a DLC or expansion? When was the last time that you were confronted with an additional story in the main game? I reckon that most of us cannot clearly give an example. And when someone pushed a demo of the Unreal Engine v5 to YouTube showing us a broken down version of Riverwood, my mind went 145% on the body and thoughts came to mind. Now in this case it will not apply, because Riverwood is decently fresh in the mind of all gamers, but when they see the new (older looking) Riverwood they should catch on.

What happens when we add a few villages, not unlike Riverwood, off the beaten track, off the caught setting and all storylines by themselves. A setting that some might recognise in Spinalonga Island on Crete. It had its own story, but remains a ghost town even now. So what happens when we find the story, evolve the story in the now, solve the story, the riddles and the curse (or other reason for abandonment) and when we find refugees, traders and other people we could direct them to the empty village. Riverwood had a trader, a smith and an inn. There is no stopping us from adding shops, and it would fit the equation towards building the local economy as well. As I wrote earlier. Too many RPG’s are depending on US to build the economy. Yet what happens when the NPC’s are in a secondary stage that they too become drivers of an economy? What happens when traders build economies, adventurers do, mercenaries do and as such, some places will grow even larger, grow more and grow distinctive. In this we can set markers like you need to have certain ranks in the main quest, and side quests as well as levels of fame before your word is accepted, but at that stage your influence grows too. We need to realise that in RPG games we are NOT the machine, we are a mere cog that fuels the machine, but we are one in many cogs and that has never taken a larger stand in RPG games and that has been overlooked for too long. I do understand that some might state that this was not possible until the PS4pro. I believe that this is not merely that case. Game makers are too often in an iterative mode, we get more of the same (Far Cry, Assassins Creed), there are leaps forward (Fallout and Elder Scrolls), yet I believe that more could be done and I also believe that the PS5 now shows that more is possible. And it will not take long for the streamers to show that they are capable of more. And until these players consider that the main quest is nothing more than an outspoken side quest we will not see the leaps forward that RPG’s are capable of. The fact that I came up with TESVII: Restoration and the fact that I am still finding new ways to grease the system into other directions, directions that TESVI:unknown place might not even touch on is speculative, but not entirely impossible. A stage where we see that RPG makers are for a lot about more of the same (not their fault) is a little troublesome and When I wrote about a new RPG, a generation one that I summarised in ‘Recap to the intro’ (at https://lawlordtobe.com/2021/09/25/recap-to-the-intro/) which I wrote last September and even now I am still gaining more ideas that could grow that IP to larger stations is interesting to say the least. The side quests are merely one setting. Growing a virtual economy is another one, but it all sets the station where we have an RPG game where there are two stations. The station of you the player and you the influencer, both important, yet influencer we can become through skills, through power and through achievement and they all interact to some degree, and it is those influencer sides that give a much larger unknown to the game and how it shapes. We need to do it in that way, so that the system is free to evolve, if we merely have two settings with a clean and a deprived location (A Fable II event) we lose the plot, we will not see the impact of flourishing villages.

I believe that this is the expansive side of gaming, it fuels replayability and optionally dampens grinding. The last part is not a given or a real event, but could be the impact of influencers, it is merely a thought. So when did you see your last creativity on the sliding scale of something you haven’t figured out yet? A station that keeps me busy, why? I can tell you that I can, but for some reason I feel more comfortable with the thought “Because I have to”, and I am not sure why at present.

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When the plot thickens

This happens, it happens all the time. We notice it in movies and books, we sometimes face it in real life. There are moments when the plot thickens, but it tends not to happen in games and in RPG games fit rarely happens. There the NPC threat in singular directional, it always awaits your command, your action and your dialogue. So why is that?

It cannot be the technology, the technology was on par 1-2 generations ago. Is it gaming technology versus scripting? It could be, I am not the best source of information on this. 

We tend to see the Louis 14 approach in gaming, the world revolves around the gamer, it is like the missions. As the missions are lacking time needs, as the missions can be completed at YOUR convenience, we get to do it all. I think it is wrong and I think we need to alter our perceptions here. We cannot do everything, we can not please everyone and we cannot be everywhere. Just like good RPG games need an economy, it needs a transitional stage, it also needs  servicing stage. Mercenaries and guards that do take charge. Games like Shadow of Mordor invented and realised a nemesis system, I reckon that was a real step forward in gaming. So why did we not adjust RPG gaming to be more challenging? Was it that much of a leap? 

There is nothing like a stage that has no opposition, it becomes docile, it becomes a stage of non-stress. So what happens when you are there but so is the stage of mercenaries that can finish your jobs, making you lose fame and more important making you lose credibility. A stage we have never faced before. There is always the more seasoned adventurer, this happens. Yet in gaming we do not see that part. We are denied the challenge. Why is that?

When you create a career and you grind the same levels, we think we are being clever. Yet what happens when you lose out to a lot more? What happens when another adventurer becomes the famous one? Not in a multi player environment, but a single player environment that has its own nemesis system, not merely opposition, but a setting of peers and antagonists that become more that a mere hassle. It sets your career mode in a mode of bland anticipation. A station where you are not the best thing since sliced bread, you are merely the last resort and starting the game out like that is not the worst idea either. It shows the player that they need to be on their A-game all the time. And so far the RPG games have not been facilitating in that degree. Why is that?

It cannot be that I am the only one thinking in this direction, it cannot be that technology stayed behind. I believe that Bethesda pushed RPG into mainstream gaming and left a few things out. It is not their fault because their Elder Scrolls and Fallout series are pretty amazing. Yet by pushing that into mainstream they left something out and we all lost a little, it is a shame and at present there is no one replacing or contesting them. I pushed a few ideas to the surface in earlier articles, yet I also overlooked that part in RPG games. I apologise and I am trying to alter what I have at present to add that setting to future games, or at least inspire others to reconsider what they have and there is a lot that could be done. Will it? I hope so, but at present there is no way to tell, so we will have to see who picks this gaming direction up first.

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That lucky blow

Yes, these things happen, the point where luck is a factor and in some games they do happen, but the factor is not as profound as a Ravenclaw boy hoping he gets noticed by Emma Granger, or was that Hermione Watson? No here we apply the Skyrim principle. Instead of grinding, later in the game, I enter the embershard mine wearing dragon plate and before the bridge there are two miners, I walk up to them and let them have a go at me, with Dragon plate my armour rating is well above 550, so they can pound on me whilst I have dinner, read a magazine and at the end I am up 1-3 levels and my heavy armour is now legendary 100. A simple solution.

Yet what happens when we change the premise? What happens when the bad guys get a lucky blow as well? Consider:

  • Bandit
  • Bandit Marauder / Plunderer
  • Bandit Chief

There lucky blow rating starts at 1%-3%-5%, yet as levels go they can go up to 5% – 15% and 25%. Now that game changes a lot, but we can introduce negative influx. A 25%-50% and 75% protection through blocking and defence parameters. A stage that alters the game somewhat. So my approach of walking into their midst would no longer work (well likely a very limited version). It is the old battle setting that all attack without defence is pointless and all defence without attack is useless. A setting we all forgot about, or at least too many of us forgot about it. Oh, and their lucky blow is a blow that does 300% of the normal damage.

That same principle applies to sneak as well, we tend to see ‘a failed sneak’ as a side effect, whilst a failed sneak giving the opponent a free first hit is much more intense and optionally realistic? Many RPG games see a failed attempt at the stage of a loss of positive elements, whilst introducing no negative ones. That failing stopped the gamer from becoming clever at what they to, a setting that is a failing in the game because the game needs to contribute, always contribute. 

I believe that having a lucky blow element is nice for us, but it needs to contribute by being nice for them too (to coin a phrase).

We can never rely on more of the same, we can never rely on the easy path because it will undo gaming in the long run. And in this Skyrim is a perfect example as it has shown itself to be close to perfect for over a decade now. And the only way we get better games it to push that envelope. Did you think I was kidding when I stated that Amazon with its Luna has an option to sell 50,000,000 consoles? It isn’t that Google is not worthy, they decided not to develop games. And any clear and massive bodyblow to Microsoft is a winning punch for gamers everywhere. We gamers must stick together because Microsoft only stands for itself, it has shown that for well over a decade as well.

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Inventing the economy

Yes, this sounds bigger than it is (and it is). This is the economy for an RPG. A few places had idea’s, one was particularly helpful. Yet in the stage of the game I designed here, I decided to take a different route. You can barter all you want, yet in the end it is the economy around you that needs to flourish as well. If you do not take that route, you get either a ghost town, or a passively silent one, one that can only move when you are there. It is that approach that is reluctant to me. You cannot create your story, become your story on a blank page where everything is depending on you. That has been the case sine before I was born (in the age of Black and White TV’s). 

So as I was mulling over what I personally believe to be a shortcoming on the Elder Scrolls. I turned in another direction and saw the glitch in Fable 2, but the stage was good, so I decided to take a larger gander and set up my own premise. On September 25th I wrote ‘Recap to the intro’ (at https://lawlordtobe.com/2021/09/25/recap-to-the-intro/) which gives the list of most articles linked to this game.  I will now add:

Behold the economy
(OK, that was way too ego driven) yet the stage remains true, you cannot live or play in a vacuum, so as I wrote ‘An almost ordinary generation quest’, I set out the stage of stamping out the economy, there needed to be a stage where you can grow and optionally through you the town could grow. In t6his we need to take notice that a city takes decades to grow (if not centuries), so the town can only grow to some degree. If we consider the baker, the butcher, the fisherman, the blacksmith, the bookshop, the tailor, the potter and the leather shop we see that these people have average skills (2 or 3 out of 5), we need to see how to grow the town. In one stage I talked about the potter part, it will be a growth stage, so to grow the economy, when you gain skills (in your travels) on any of this, when you return home you can teach the shops the skills you learned, it gives you some income, but the larger stage becomes that a town gets X amount of people travelling through it. More important, when a shop becomes more important, more people will come, so there is a benefit to teaching them, because what they sell, benefits you too. And more importantly, when these shops grow into 4 star places, I needed to add a risk as well. You see, some people are depending on ‘non change’ I insist on change, so there is a small percentage of a chance that when the get to that level there is a small chance that they will pack up and leave for ‘the big city’, in addition to it that risk increases by a factor when they become 5 star places. It creates momentum and it creates a larger stage of movement and turmoil. You or your kids can teach the shop again, or they can move themselves. 

A stage of fluidity that we haven’t seen before in RPG gaming, and I wonder why not. I can not be the first one to come up with this, could I? A stage of increased growth and economic values will also hit the city, when the city grows, the shops have less reason to move (they are revenue driven too). It sets a new stage, instead of having 15 axes, 23 swords, 7 mauls and 2 halberts, we get a stage where we can sell that as scrap to the blacksmith who will create new ingots and create new weapons. That only works when he becomes 4 star or more location. The herbalist has a need for resources, you bring he has no need to move, or to seek out danger. And in this all shops are almost the same, there are shops that will not need ‘feeding’, but their skills too are related to the ranking they have and as you teach them, their value increases and the village grows another step. 

And so we create a new stage, not merely collecting weapons and armour, but a stage where the shops grow what they have and to that respect also the scrap they receive from NPC’s and the new goods that come with that.

I feel happy, I created the foundation of an entire economy in a game, there are a few unmentioned parts and there are a few parts not here, but I am still mulling them over. In the meantime, anyone who wants to create an Amazon Luna and Sony Playstation exclusive RPG, feel free to use these ideas (free of charge) and let’s give Bethesda a run for their money, whilst pissing off Microsoft at the same time (slugging two for the price of one tends to be more satisfactory).  

Have a great day

P.S. WordPress still haven’t fixed colouring, their CEO might be colourblind

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What should be done

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

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

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

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

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

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

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

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

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