Tag Archives: RPG

Its in the bones

There is a stage on anyones life when we realise that we do not matter, we never did, universally speaking we do not even register, on a local level we are more and more inclined to destroy that what supports us and we are already too late to stop the impact. But no matter where a person is, no matter in what stage that person is, the setting where we do not matter will always rise. And that is where we find ourselves, the House of Bones acts on what does not matter. Any meme er knows that they are finite, they do not matter, they will always be replaced and it is a strength. The House of Bones is not an open and known group, the other arcane groups know that they exist, some see one, but it is a rare event. The members of the House of Bones are not in the open, they do not have a staff, but a wand, a short stick that is like a club, it is made from a radius or a tibia, and it is alway made from a former member, there is a rule that it can be made from a family member, yet at that stage, the handle will have a phalanges of another member of that family inserted, and that family will be a living one. The wands are powered by the House of Bones, during the years of training and its ability lasts a lifetime. 

Even as the abilities of the members of the House of Bones are set on the power of death and power over the dead, they will not take a life unless they are attacked, those who attack tend to not live long enough to regret their stupidity. Any member has the ability of seeing in deep darkness, they can drain the life of others to heal themselves almost instantly. Unlike others they cannot create heat, but they can drain heat from others, they are almost expert marksman, and when they focus their bow, everything slows down. They are impervious to other magic attacks and in addition to drain health from others, they drain magic powers instantly from any arcane level attacker. 

This was the fifth house, the arcane setting has now been resolved. Yes there is more, on spells and potions, but that is not the station we need to focus on. You see, the story is everything, as such we need to focus on the main story and it can be an invasion, it can be some evil, but it must have a setting that can be overcome. That is how it works and when we have the story towards the danger, we can set the location of the Houses and the locations of villages and small cities. From there we can look into creating some level of infrastructure. People (NPC’s) need a sense of purpose, or we end up watching the painting of a fruit basket, hoping that there is actual fruit around. As I see it, at that point, the biggest fruit is the one watching the painting (the one watching to quench hunger that is).  The biggest stage is not the fact that the combinations match, they should not, you see, when you make a match, you create an algorithm to be created. Even as we want to match up larger stages, it is the 100% creation that is actually a flaw and not a clever thing. Exploring the stories is part of the joy of an RPG and the moment the player sees a formula, his or her brain will work it out and we get a ‘filling the blanks’ stage, RPG players tend to have this feeling early on, so fighting that is. much larger need than one imagines.

The second problem is that Bethesda has set the bar really high, and it is important not to look like a Bethesda copy. As such the Arcane part would need to be redesigned in a very different way. And that is merely the beginning, when I have the setting of locations and shops, we get the next degree. But that is the sideline to create the main story, the red fibre of the quests.

But more about that later, and remember, this is free public domain if it is for a Sony Exclusive game.

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Chimes are wind translators

The stage was not set in this day, there was another day and another week, but the origin of the order was always known, each mistress of the house kept records of what happened, and they also tend to keep record when things did not happen, or more precisely when nothing happened. The scope of all gave the exceptions power and made them more insightful. The first Mistress of the house of chimes always knew that. The House of Chimes was a little different, even as they knew that the monks of the liquid mountain had the strength from within, the house of chimes bestowed powers. The mistress did from day one. Only women were allowed in this house, it was not because there was something wrong with the men, but for some reason the power could not be handed to another man. The mistress suspected that a similar reason existed with the cave of monks. The House of Chimes had one mistress in charge, two teachers and each teacher had 4 students. As the mistress gave power to all in the beginning, they learned over time that the powers were shaped by the teachers. As the powers of each student grew stronger in the first 10 years, it would not grow stronger after that. That had always been the case, yet the powers would mature more and more as the students slept in the houses of the teachers. There was no real explanation for that. It was possible for students to learn more than one speciality, but that required the student to spend more time in the house of chimes with the second teacher. One teacher taught the student the powers of the wind, the other would teach the students the powers of the lightning, that is how it had always been. These women had a staff with at the top an empty vial. The staff was made from a combination of wood and silver, with a silver lightning symbol surrounding the vial. The women had the ability to call for wind and tornado’s. Beyond that they could summon lightning. Even was some might not have ben impressed, their abilities are set in speed. They can move fast, really fast and as the wind goes around a person, the wind informs them and highlights dangers, animals and people. Even the weakest lightning will cripple any person hit by it, or so the story goes. The women are natural healers and illusionists. The wind makes nearly everything light as a feather, and allowed them to climb near vertical walls. Their last ability is merely whispered about, it has not be seen, the women have the ability to throw voices and more important make sounds that will deafen anyone who hear it. All seemingly useless powers, but that is only to the untrained. If you cannot hear anyone, you cannot hear them approach or get away, that is if their lightning hadn’t twisted you in some bizarre way. 

It was a soft night, there was close to no wind when the student walked over the hill. She was looking around her and saw no one. The dark was comforting, ever as the night was dark, she saw near perfect, the and would warn her of dangers and that was good, not only because she hd no lust to cause harm to an animal, she was not too fond of damaging brigands either. It seemed so pointless. She got to a fork when she noticed the fog in the distance, the fog seemed so unnatural. It has a local look, no more than 200 meters in diameter it was then that she noticed the 4 shapes, they looked like brigands and she held her staff a little tighter, it was then she noticed a fifth shape in the fog, this shape was clearly a man, but he looked different, even as the brigands were red, as they always were, the fifth shape was light yellow, light as the sun. He seemed to avoid the others and struck one after another with a precision strike. She considered that this was someone from the floating house, she hd heard of them, but this was the first time that she saw one. She kept her distance and saw the entire event unfold, the brigands had no real chance. She also noticed that the brigands were not dead. Merely out for the count, and as the fog lifted she noticed the floating house member walk away. She watched him for a little while from a far safe distance, and as he went north towards the village, she walked in eastern direction. It was her first encounter with one of them, she was not about to test his feelings towards diplomacy. It was then that she noticed the hollow tree, this tree was different, she had never seen one like this before, there was a clear drop down, and there was a a corridor of sorts under the tree. She considered a few things, and the only thing pushing her was her curiosity, she contemplated the action and she hesitated for a second and jumped into the hole. 

This was the 4th house. We have one more house to add to the mixture it will be the house of bones. The story cannot merely rely on the 4 elements and in this we set the stage for necromancers to enter the fold. When we consider the House of Forests, The Floating House, Monks of the Sulphur Caves, the House of Chimes and the House of Bones, we have 5 houses. A person can only become a member of one, we set the stage of replayability. The player is not limited to the house, that person can also become an artisan or guild member. A larger stag is required and we only looked at the arcane part. My biggest issue with The Elder Scrolls is not a negative one, they had a good grasp of anything, but the stage where a person can be EVERYTHING was a little off putting. If a skilled master is merely a skilled master in one, then the stage of a larger power was close to impossible. Yes I loved Skyrim, but I had become so powerful that my Dragonbone bow was able to kill close to any dragon with a few arrows. Too much of it came across as a little bit of a steeple chase, not a challenging one. As I chewed on these elements I set a different light for playing the RPG game. If I can set the stage of a 100 hour game and make sure that these people can play the game 5 times and in different settings they would end up with a 500 hour game, a good value. So I set pout in a different direction, where the choices you make will decide where you wake up (sorry Richard). It has been done before but s fr as I know my RPG games, only once. So as we are on an island that is 200Km by 175Km, there is every chance to play the game more than once and see different settings (well I try). 

A stage that is not merely replayable, the stage where the path in a cave, a mine, or an underground fortress is different for a floating house member or a house of bones member. You can have multiple goals in any one place, but a person can only do one. It also leaves us with the stage where a person can get stuck in a place where you need one skill, but the lack of it stops you. Issues that are very real but the RPG seems to shy away from that path, there is a Montessori approach to gaming, you have to get a price, you have to win, there is always a price. It seemingly makes for weak adventurers. And I have the sage where it is different, now if we add time played (like 1 year for every 10 hours played), we get a career stage where you can become a better hero than the previous hero you played. To do this we set the stage that there needs to be  a larger story to follow and the graveyard can have merely have one type of hero, which lives you with 5 people to play (a wink to Diablo), so as such we see the larger stage, but I am merely at the start of it all, now that I know what the fifth house will be, I can consider the next stage, because in any RPG game, the story is everything. And gain this is free public domain for any Sony exclusive.

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Door two of the arcane

It is time to continue the promise I made myself, and as such I want to introduce you to the floating house. The floating house is the house of a medicine man at the edge of the land, close to the oceans and close to the plains. The people graduating here have mastered the elements of water in all shapes. The people who lives in the floating house can change moist into shard of ice, sharper than any blade, they can cool the land, water the fields and turn lakes into roads. They can create fog so dense that people next to one another cannot see one another. The people from the floating house are always welcomed by those working the fields, especially in time of drought. The origins of the Floating house are unknown, the house was suddenly there and a medicine man claimed it. Over time he learned more than others ever before and the floating house become home to 7 masters and 12 students, only when two graduate two new are admitted. Sometimes one becomes a teacher, when one teacher is closing the end of its life, the call is made and those who can hear it Make way back to the Floating house and submit themselves for inspection by the head of the Floating house. This is how it has been for many many generations. 

The second door
I wandered through the fields, I felt the wheats going through my fingers, the wheat was healthy., strong and nourishing. The waters had done their job in creating a good harvest. Even as I was looking over the fields, I felt heat, intense heat. I looked round, but the glow I expect to see with this heat was missing. I saw two houses, the fields were ok, I looked again and then I saw it. The larger house was radiating heat, a lot of it. As I walked towards the house, I summoned the moist, I focussed it on the house and the rains started, faster and harder, yet the heat remained. Then the side of the house exploded. The heat was overwhelming, and the heat came without large flames. As I walked close to the open side I saw what was going on, there was a lava pond in the house, not a place where it usually came, only the Monks of the Sulphur Cave could this. Their acne knowledge was unknown to anyone but the Monks themselves. These monks were not evil, but their powers were highly destructive, so whatever had set this monk off was something that had to be dealt with, at least if this fine harvest was not to to end up being a pile of charcoal.

I looked at the pool and had an idea, I concentrated on the moist, then turned it to rain, then turned the rain solid and let it slam the roof harder and harder, within a minute the roof was gone and the pond got hammered by icy cold hail. It took a few seconds before the pool turned darker, then darker still and as the blackness of the pond was seen, the heat dissipated. I looked to the fields, they were safe, but the larger stage was not resolved. I decided to walk down the hill, there was a village there, I could feel it, I would hide in the barns and listen to what was going on, perhaps I would learn what had angered the monks, I preferred not to interfere, a monk was not clumsy or taken to whimsy. I felt happy that I saved crops, but I needed to learn what the issues were in this place.

The members of the Floating house are masters of water, as such also ice wielders, they are driven by stealth, sneakiness, covertness and clandestine actions. They believe that the limelight is counterproductive. They help and aid in secrecy, the fog is a great way to hide, nothing hides from them, but the people in the fog cannot see anything and the light fog would carry the voices of any conversation for the longest distance making eavesdropping a good way to find out what was going on. The water staff is a staff of metal with a globe on two thirds filled with water and an uncut diamond representing ice at the top. The staff was more than an arcane relic, only the members of the Floating house could hold them, the reason is actually unknown to all but a few, Not even all the graduates of the Floating house knew that part. 

Premise
Here we now see a premise of two houses, one is out to fight and to be open, the other sets the stage covertly. Like any RPG we have several sider that we want to explore and even as some games try to give students all the options to be everything, there is a larger wisdom in giving limitations. Missions can not always be done in the same way, as such we see one mission having an optional 5 narrations into the same mission. It might not always pan out that way, but the stage might be inviting to a whole range of gamers, the game they play the way they prefer to play it, and optionally a stage where they learn to play it differently.

It is a stage where we open the RPG stage to a larger population, one where we offer choice in the beginning, but after that you must work with the cards dealt. A stage that might be inviting, and is original especially when you see what it out there. Most want to be a D&D, or a Bethesda clone. I prefer to create a new road if optionally available. It is merely an idea, is it a good idea? I believe it is, is it the best idea? That remains to be seen, but like Nintendo, copying others only gives limitations, the Nintendo Switch and the Nintendo 3DS became reality by ignoring what others did.

Location, Location, Location
As we are taking. Look at the people in the game, the environment also needs to be considered, in light of the volcano power needed, I set my mind on Kabaena Island in Indonesia. The island would be a 1:1 map, giving us an island that is almost 50 by 40 kilometres, as such having two dozen locations will be leave us a lot of space to evolve the game. I set that size as it was the only flaw that Oblivion ever had, things were too close together, a flaw (as I personally see it) and so did Black Flag. So I chose a sage where there is enough space, yet I wanted to avoid well known places and there is no reason why Kabaena island would not suffice, especially in light of one of the storylines I am shaping in my mind. 

So this was the second door, next is the third door that leads to the Monks of the Sulphur Caves. See ya tomorrow (hopefully), Bethesda eat your heart out! I did this part in about an hour, so less than 4 hours got you all the setting I gave over two parts (well, actually three).

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Playing the stage

In light of the actual brilliant move by Microsoft to buy Bethesda, Sony has a bit of a problem, or t least they had one, so I decided to set a new stage, if Bethesda is limiting their exposure to Sony, which we get from Eurogamer, who gives us “Bethesda games don’t have to launch on PlayStation for Microsoft’s $7.5bn deal to pay off, Xbox boss insists”, in addition we see in 

IGN “When I think about where people are going to be playing and the number of devices that we had, and we have xCloud and PC and Game Pass and our console base, I don’t have to go ship those games on any other platform other than the platforms that we support in order to kind of make the deal work for us,” Spencer continued. “Whatever that means.”” With the emphasis on ‘I don’t have to go ship those games on any other platform other than the platforms that we support’, I see it as a clumsy way for Microsoft to give the news that Sony is done for from a Bethesda release point of view. I reckon that they will not make a change immediately, projects were on route, but there will be delay upon delay for others. In a stage where one out of three were Microsoft fans and two out of three were Sony fans, the purchase of Bethesda by Microsoft is definitely a genius move, but the gang fans are not without options. I am hereby offering whatever I create to be used freely for any Sony exclusive game. 

Houses of Magic

Any RPG that is set in a Middle Age stage has always been depending on magic, this is how the world we created worked, which does not have to be the case, but there it is. So in that trend, I offer the five houses, however, let’s not get ahead of ourselves, let’s start at number one.

House of Forests

This is the house where druids are created, to set a stage for druids, it implies a close knit connection to forests and fields. Yet there is more to druids, in Gaelic past they were seen as legal authorities, adjudicators, lore-keepers, medical professionals and political advisors. Instead of merely focussing on the tree and magic part, being these gives the setting where in the new game you an be an in-between between two disagreeing factions, you can advice on options to lords in castles and you also will be a healer. The lore-keeper can write magical scrolls, can wield wood into stronger bows and stronger staffs. Giving the druid the only one to create a wooden knife, a mistletoe knife. Setting the fight environment, staffs and wooden weapons are 40% stronger, the mistletoe knife 400% better, so as we look into the character, charisma is much higher, so is intelligence. A druid is a better dealer and much better healer. All healing potions are twice the strength. So this is the ability in the game, the setting of the druid requires a backstory. 

In need of a bandaid?

It started a long time go, 3500 years in facts. In a village was a young man, he was obedient and he did what he could to forward the needs of his father and their family. He was a proud man, worshipping the gods, yet he felt an unnatural pull towards Hades at times, the darkness appealed to him. Now, it is important to note that he was not evil, he felt he understood things. He was not unhappy when the old crops whitened and died. The wheat was captured, the dead leaves became straw for the cows, it made sense to him. So every year he would praise Hades ‘Thank you for taking the remaining crops, let new crops be bountiful’. He would always bring wheat and fruit as homage to Demeter, but after the harvest, after it was all done, he would also bring homage to Hades. It felt right, such as he was. As he was in the courtyard he heard a slam, like a bag of flower hitting the ground. He looked, yet he saw nothing. He walked to the edge of the farm, he looked at the waters of the Aegian, yet he saw a staff, the serpent on the staff was alive, yet the tail of the snake was part of the staff. He heard of it, yet a simple frame like him would never be shown the Staff of Aesculapius. He walked towards the staff, but kept his distance, it was then he saw the man, he walked over and helped him back to his feet. Greetings young man, I am Therapeutae of Asclepius, I tend to the need of the gods. I upset one of them and here I am. The young man offered his arm and it was at that moment when the snake was close enough and bit his leg. The man was scared for one second, then he looked around and set on the low wall surrounding the courtyard. He looked at the land, and softly whispered ‘Hades, I am done for, a snake got me’, Therapeutae looked at him and smiled. You are in a fortunate side young man, this was not intended, but it happened. The venom of the snake makes you an immortal. It is clear that you are a good man, I am back on my feet. The staff flew back into his hands. He shimmered and faded into nothingness. It was today, the man was thinking back to the day where his mortality had diminished, it had been almost 25,000 moons, yet he remembered it like it was yesterday. As he looked into the distance he saw the tavern and the corrupt bailiff and his cronies. He walked towards them, and as it was set, he was quite angry. The two cronies did not see him coming, they were taking to their boss, he hit them both with one swing, he then hit the boss, but did not hit him squarely enough. The Bailiff got up and drew his word. The druid spoke ‘That does not work on me’ and as he stood still, the Bailiff struck, the sword swiped from left to right and the Druid was struck. Then something happened that had never happened before, he felt the spilling of blood, and he looked down. The wound was closing and he focussed again on the Bailiff. He slapped him from left to right to left again and one over the skull for good measure. He looked down, he was whole again, and apart from the small scar, there was no evidence that he had ever been wounded. But what happened to his powers?

So that was the first start of an origin story and the setting of one class, I will try to set out another class perhaps the Floating house, this took me a mere hour, so I might have something more tomorrow. I have nothing against Bethesda, but they deserted Sony and their population, I need to make Microsoft understand how expensive a bill of $7.5 billion is when it misses it objective as Sony will have a somewhat delayed answer to Bethesda Elder Scrolls, and perhaps I will continue to set something to counter Fallout as well, which is a little harder, I know. Will it work? I do not know, but there is a stage where Bethesda will face not only the loss of Sony clients (which is huge), but Sony will get you an alternative, as such Bethesda will end up gaining a contender.

Perhaps Microsoft will learn, perhaps not, Whatever they decide on, it is a lesson that came with a $7,500,000,000 tag, lets see if we can teach them a little more, they seemingly part with money easily enough.

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The race is on

It is like any race, it is not set to a state where we all set the marker, some set the marker and then changed the game, I admit, that we cannot blame them for becoming multibillionaire overnight, but it sets the race to a much larger degree now.

As GamesRadar gave us less than a day ago ‘Bethesda founder on Microsoft purchase: “What Microsoft owns, Sony cannot get”’ we see “If the strategy works, it will be a brilliant counter-move against Sony. Users from around the world will be the ultimate beneficiaries of this deal”, this is where Christopher Weaver is extremely wrong. There is a reason why I threw away my Microsoft console. Consider the I had both, the (what I personally call) betrayal by Microsoft towards its gamers, is a stage I cannot abide by, so as I set part of it in script a year ago in ‘An Intellectual Property example, Part 2’ (at https://lawlordtobe.com/2019/09/09/an-intellectual-property-example-part-2/) it is time to come to the aid of Sony, there is something about Microsoft buying its way to the top that I resent and they are doing it for very different reasons, not because they love gamers. Consider the amount involved, they want something else and Microsoft is not to be trusted. 

So the need to find or create a new RPG exclusive to Sony gamers, to upset the Microsoft act, shows that not only were they (partially) stupid, the fact that they do not hold the exclusive stage of RPG, Bethesda never did, but the act to force people into a path might seem brilliant, yet only if there is no alternative and there is. So there is now a need to attack both Fallout and the Elder Scrolls. Even if I am not their enemy, their new owner must be taught a lesson, ignoring gamers in the gaming industry is the most stupid thing one could ever do.

Fantasy

The game starts in a small city, we see a man at a well, he is merely looking around, wondering where he is. We get our first flashback. He is a young man walking out of a London Fish And Chips shop, he has a few coins left and drops them in a hat, stating ‘me last money, you’re welcome to it’, the man looks at him smiling drunk ‘bless you young man, bless you indeed’, the boy walks on, not seeing the mark on the mans hand was he waves at the boy, making him stumble into a wall and vanish. This same young man looks around, wearing a cheap jute outfit, no shoes he looks around still somewhat dazed and confused. 

As the game starts, we see two more flashbacks, the arrival of where he is now, brigands robbing him and the small farm where he got his clothes and some food. He thanked the farmer and left and entered this small town. Even as he is getting his bearings he needs to figure out what to do next. He had been watching the people and did get some grasp of what they were saying, it had been a day later and hunger is setting in, he has three options. There is a guild in one direction a house of worship in another direction and a building he does nt comprehend in a third one, he never sees people from there come into his direction.

Guild

As he walks towards the guild he is met with staring eyes, not distrustful, but staring. His attire is not that of a guild person, and as he is in front of the guild, he looks around and sets himself near the door, not too close as a beggar, wondering what will happen next. For an hour or so as he watches people entering and leaving. About three hours later a woman comes out offering him some bread. He accepts and bows curiously and whispers ‘Thank you’, she looks strange, like she is not sure what he is saying, he nods, smiles and slowly eats a small piece of bread. She nods and walks away, as he eats he feels stronger and better, the bread was good, he is still hesitant to enter the guild, yet a little later a man walks out towards him. He gestures him to follow and that is exactly what he does, following the man towards one end of town and following him inside his house as the door is held open. 

Trainee of furs
He is shown the basement, which is actually nice and warm and shown a corner with a small bed. The man points at the bed and points at what might be a toilet, he is given a small jar with water and some more bread. He nod and smiles, the man walks away. 

The next morning he is given much better clothes and he is shown a fur and given some sort of bone to flesh the pelt, he does the and does all the other ones, after which he is shown how to salt the pelt., the too he does, the day ends having prepared 25 pelts.

Houses of worship
As the man moves towards the worship house, he is met by a woman, she odd at him, almost like she sees that he os not what he seems to be, she invites him and offers a cup of warm drink, he accepts nods and takes a sip, it is like tea, but very sweet. She smiles and gives him another drink, this too is warm but a little bitter, not sweet at all, but oddly refreshing. She watches the two  drinks as they impact hm and she points towards the door, she walks there and gestures for him to follow. They walk through a corridor with art and into a small hall, where others are, they partially look at him but they return to their work, they seem to be scribes. She offers a book, the book is in a language he does not know, but he recognises the letters. He then gestures towards a piece of paper and some charcoal, she hands it to him and he writes the alphabet, and pronounces the letters, after which he sets down the numbers and refers to them, he also does some math which gives a response, he is gestured to follow and he is offered to a man, the man looks down on him, yet when he is offered the roll of parchment his impression changes. He gestures the man to follow and he does, he is taken to a room, where a bed is there is a table with some food and drink and he is left for the evening

House of coins
Here he sees something that is almost Babylonian, but it is a script that reflects numbers, as he is given a parchment he gets to do the numbers in the first day he gets to write down the numbers from 1 to 30, the day ends.

So here are the first two sets of level 1 for Sony (they get to use this), and as I go through the settings of the guilds and houses of worship (house of coins, house of speech and house of thought) we get a very different RPG, because the trainee of furs would soon be out of luck in the house of worship, yet they all have different paths and different outcomes. A stage the is not merely fantasy, but the stage that closely resembles the time before the renaissance yet after the treaty of Claremont, the world was mot malleable then. Well, even as the race is on, it took me less than an hour to come up with this part, so I hope that they are awake at Sony, because as I personally see it (and if we believe GamesRadar), Christopher Weaver set the tone and I merely opposed it by making a new RPG, we all have to unite towards Sony to make sure that the Microsofts of this world do not spoil gaming for us.

Perhaps tomorrow an opponent to Fallout, but I am not too fussed, Cyberpunk will take care of that part for me. 

Well, that is my cloud of creativity taken care of, for now that is.

 

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The power of push

Yup, push is by far the greatest power in levelling the playing field. So when I heard that Bethesda had joined the Microsoft farm. From a tactical point of view, it was a brilliant move, the research a few weeks ago showed that merely 1 in three would select a Microsoft system, 1 in 3 is set to 3 in 9, but now there is every chance that the purchase might give Microsoft a shift towards 4-5 in 9, this is an important shift. We might see that it is a shift that cannot be avoided, but I see it as the opportunity to add to the power of Sony. You see, every RPG game is the same, there is land and there is a story, but what happens when we change that? What happens when the map is not defined by the story? What happens when we set it in two different dimensions? So what happens when the story has a localisation part? What if the map is wherever we need it to be, and we add the story on top? What if we can add the story to the map wherever it is? There is off course the need to transfer the map of the world into a playable map (which is not initially possible), yet the segregation of the two is a first step in a much larger frame, a frame that RPG games have not considered in the past. Yet it is only one of two parts, the second part is the revitalisation of the maps we play on. Yet what happens when the actions of a first game transfer to the second game? I am not talking about merely a change to an area because of actions (Fable), but the stage where the castle we add in the first game will be there in the second game as an existing location. At present, games are designed retroactively to avoid issues (Harry Potter), yet what options come alive when we embrace them? I thought in the direction before, but not to this degree. So consider the stage in a land, as we play the first game we offer quests we offer choices and so forth, but what happens that even beyond what we see in Mass Effect, the impact is not merely people, what happens, when we add and destroy locations, so the second game has the added/removed parts? We have seen shadows of this in games, but not to this extent, it is a larger stage of the accountability of the player. We accept that some will choose to only add locations, but in all this we forget that any RPG can have two sides, so what happens to the power core of any land, when there is no destruction? Bethesda did that quite nicely to leave us the options to save or destroy Megaton, but the is merely a fraction of what is possible, in that game the trade routes and the surrounding locations were not impacting by a shifted economy. So what happens when (in Fallout 4) the vaults become power villages? Each with an economy? That was in the back of my mind as I was looking at the Ultima setting, but that game is not alone. Yet there is no good example, because it has never been done to this degree before and it opens up all kinds of new settings and options in RPG gaming. 

In all this we need to thank Bethesda, no matter what reasons they had (the number 7,500,000,000) is a pretty nice reason, the station is now a larger setting, all kinds of needs to see a larger RPG change and even as Microsoft has the lead with its (as some say) 23 first person studio’s, it was a guy like me on a sofa who came up with the idea that no one ever brought to a game, not to this degree and that is where 23 studio’s came up short and Sony has the option to make a change to gaming, a larger change and that is what they have always done, I wonder how they will do it this time. I hope that we get to teach Microsoft another lesson, they have already been inclined to the fact that not listening to their gamers comes at a cost (only 1 out of 3 decided to buy the next Xbox), but there is every chance they get to learn that money does not solve everything, if you do not have the grasp of those who can create, you have nothing.

The power of push tends to hand a lending hand, but this time not to Microsoft.

 

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The house of RPG

Yup, the news only just hit the walls of the internet and a new stage is already underway. This is not about slamming Bethesda, they made a decision and I reckon that 7 billion plus is a nice looking bandaid, but now the house is falling over, because the stage of gaming is set into another realm. Do you think that Sony will like the age of dependancy of Microsoft? So as Bethesda becomes a Microsoft institution, Sony will have to look in other directions. Yes there are good RPG’s out there. There is the Witcher and Cyberpunk is about to arrive, yet the stage is largely untapped and now we see that there is a larger need for an exclusive option for Sony. Lucky for them there might be an option. Richard Garriott created the Ultima series in the early 80’s, yet it was in 1985 that Ultima IV: Quest of the avatar was born. It would take RPG’s to new heights, heights that would not be equalled for well over a decade. Now consider a first person RPG (like Skyrim) with its own rules, its own places, and a storyline that can surpass most RPG games out there. On a map that would be close to 6,000% larger than Skyrim. The map of Britannia (Ultima 1-9) was almost completely designed by the time Ultima 4 was there and the game only got better. The stage would add new dimensions to RPG gaming, something that could be done again in a 1st person setting. It would add new directions in gaming from the original setting, something that had not been done for some time. And then there is the story. Even now I see new stages in shrines and stones that the original never allowed for. There is the stage to combine Ultima 4 and 5 in a much larger setting in sequence in one game. It implies a gaming size that surpasses most RPG’s in hours and way the game is played. The Ultima series set a larger stage with the use of ships and that could remain, so there would be more in the game and more challenges. The largest is to stay original to the Ultima formula and not be swayed towards more of the same. A game that becomes a journey, a journey that we have not seen before and in this Bethesda opened the door by becoming part of Microsoft. I hope that they will remain on the Sony systems, but there is every indication that Microsoft will take a time advantage and use Bethesda games to push people towards their console. That move makes sense because there are plenty of Elder Scrolls and Fallout fans, but that also means that Sony now has the task to protect its core gamers by offering an exclusive brand of their own and that is where we see the value of Richard Garriott optionally go through the roof. I believe that for Richard Microsoft buying Bethesda might seem like the opportunity of a lifetime. No matter how Bethesda phrases it, they are quoted to have stated “all future Bethesda games will release on both Xbox and PC, but their appearance on other consoles will be determined on a “game by game basis”” this is what I would call a dicey setting for Sony, but not all is lost, they could look towards what was and redesign it to the new. Ultima is one of the most likely franchises and the stage is much larger than you think. Microsoft has paid over $7 billion for Bethesda (actually they bought Zenimax Media, the parent of Bethesda), it is a clever move, but if Sony counters it with new RPG, that price might be a little sour, especially if the RPG marketshare brittles away from Bethesda. Microsoft ends up in a stage where the overpaid for a brand that is well worth it, but as Sony counters what was not set to value, the value of Zenimax media will take a bit of a dive. So not only is there an alternative, my mind has already seen the optional design for an adjusted RPG game that would be every bit as satisfying as the original, more so when you consider that the original was never first person, but in my mind I added a stage that the Elder Scrolls never possessed. It is not merely good news for Richard Garriott, it would also be great news for Iolo, Jaana, Julia, Dupre, Geoffrey, Mariah, Katrina and Shamino. They can dust off the weapons they hung up in 1992. And the world would optionally see them back into action as early as 2022 if Sony gets a deal with Richard Garriott sober rather than later, because Microsoft was sly in getting the deal, but was it a clever move? I am not so sure about that. If we are to believe some market research results, only one in three opted for Microsoft, the rest went the way of Sony. I had issues with the results as it was against two systems and Nintendo was left outside the choice, I believe that the Microsoft numbers are not that great to begin with, but that is pure speculation from my side. Will I be proven correctly? 

I actually do not know, but the Bethesda move has set a level of shock on me, that is true enough, yet I have made up my mind, I will not get the Xbox, and if that leaves me without future fallout and elder scrolls games, so be it, yet it took me no more than an hour to set an optional new stage of Ultima, so there is always an option, there will always be RPG, the question becomes will Bethesda be part of that? I actually do not know, there is too much unknown at present.

 

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The set stage

It started a week ago, not directly, but the thought was born at that point, it was the realisation that the stage is set to the player, the stage is empty, especially we set the stage as we are playing an RPG game, it is perhaps the largest issue that a game can have. The danger of repetition. To get there we need to return to 1985. I was a happy chappy. I had my CBM-64 and the whole world was in front of me. That year two games came to my attention, well, not completely, the first game I had already seen as a friend had a BBC Micro B. Yet getting the games was an issue, but there it was on a Friday I was made aware that a shop in Breda (90 minutes by train) had both games. It was odd as I was living in Rotterdam, but there it was a dealer in Breda had both Ultima-3 and Elite, both for the CBM-64 and I was off to the races (the train) and a little less than 2 hours later I was in Breda having bought 1 copy of each game. My love for these two games continues to this day. Of course Elite is now Elite Dangerous (and a few thousand times bigger) and Ultima no longer exists, but the stage is there. Yet as I remember my days in Elder Scrolls Oblivion, we tend to set course for the most beneficial route, but what happens when that is not an option? In case of Ultima, what happens when 3,4,5, and 6 are played, but in this, what happens when we influence the development of the game for others? Ultima is an excellent example as the map remained close to the same in 4,5,6, and 7. But those who have played Oblivion, perhaps you remember the Rockmilk Cave north of Leyawin. Because there are two fighting parties, you get to have the drop n those who survive and get a lot more loot, early in the game that matters, and it is close to a city, so it is a ka-ching moment. But what happens, when everyone does that? We get away with it the first time, but what happens when the people in that cave become a lot more adapt? What happens when the second time around the people are suddenly 1 or 2 levels higher and that happens in EVERY subsequent visit? This takes me back to Ultima 5, near Empath Abbey there is a good source of Spider Silk, so what happens when everyone does that? What happens when we suddenly have to ACTUALLY explore to find what we need? I have been thinking of a first person approach (an Oblivion approach) to the Ultima games. You see, that game had everything from the get go and it would take plenty of designers 10 years to get close there, so what happens when we get the stage like Oblivion, but with the entire land of Britannia mapped? The 4th game would b a great start, but even as we start, we set our mark on the land. As such roads will develop different. We will end up having much better roads between Britain and Paws. There was some form of an economy in Ultima 7, but that can evolve from the 4th game onward. This sets for a very different game, as such when we start Ultima 5, we are set in a land that evolved from OUR actions in Ultima 4, not just that, as markers of thousands of players are aggregated, the map might evolve differently, We could see that New Magincia and Buccaneers Den would be much larger cities the the places we had (and reset) from 4 up to 7. It is a set shape of RPG that we have not seen before, and that makes it exciting. Even as I was (initially) designing Elder Scrolls VII: Restoration, I had something similar in mind. Not merely a stage for a quest, but a stage where we set in motion the action, but beyond managing resources, we get to have no say in the matter. 

It is  stage that is enabled and disabled by us. We tend to forget about the latter part, but it is an equally important stage, because it sets for a different stage of replaying a game. Consider Oblivion and Skyrim, what happens when we set the new Dark Brotherhood? What if we choose not to place the new sanctuary not in Dawnstar? What if there had been an option to place it near Whiterun? The choice is then set for re-playability, which was a focal point for me in TES7: Restoration. 

In addition, I had set more than one red line in the design, a red line the follows markers as you play the game, but markers that cannot be influenced after voices are made. Basically, you get to sleep in the bed you make, you do not get to design the bed. Makers of RPG’s have been so involved in getting everything there that we drown in options, but at times, the gamer can merely inhabit the stage, he/she does not design the stage, it is the cornerstone of something we want to replay and when you consider that Skyrim is still going strong since 11.11.11, what do you think happens when we take away some f the training wheels and give the player the fun of playing and the consequence of choice? It is something that had been lacking in RPG’s for the longest time. I set that in motion in my design, but in the end, it is what the owners of the IP decide to do. 

It was the only issue I had with Skyrim, the grinding to get to the legendary dragon, and I know there are part I missed (not many), yet it gets me back to the avoidance of grinding. What if levels are not the only way of measuring? Why if the player class needs to have at least 1,2 or 3 skills at 100? The thief might have bow, lockpick and sneak at 100, but what would the Mage have? What  would the fighter or assassin have? We forgot to set the stage to a larger field, I cannot tell whether that was intentional or not, I reckon that the PS4 already had the power to take care of these matters, but that is me. What if every skill will give the player an ability at 100? Not skill point driven, but automatically, it could be something trivial. For Sneak it might be pussyfoot for 60 seconds, for the Bow it might be the arrow dagger, for Restoration it might be paralyse soul, for illusion it might be daylight, and so on. We seemingly have forgotten that there are any rods to a solution, but some of the makers (due to no fault of their own) have made most missions a linear stage and we have to evolve from that. Limitations is one way to do that. When you were playing Oblivion (or Skyrim), how many benefits did you get by going to White River Watch on the second play (Skyrim) as soon as possible or Crumbling Mine (Oblivion)? We can up the NPC level on subsequent plays, but what can we gain by limiting what. Person COULD find at the first few levels? What happens when we set a randomiser to some loot not on whether it is there, but where it is? In Skyrim some books are always in the same place, what if that changes? Consider that we have 4 levels of loot, what if those levels (when it is not a quest item) are 4 mixed piles? As such, we could run to the Milkrun Cave, but what we get there would not be a guarantee, in addition, some loot can only be found ONCE! As such certain loot will not be there to spike our personal coffers, just a thought. 

In this day and age, we are not merely on one system, as such we should see what benefits the games could get, it is my personal belief that this is not done enough. I get it, makers like Ubisoft (merely an example) like to be on ALL systems, but what if we set another premise? What if we use the power of Sony and for example Google Stadia to the max what that system can give? Will the gamer not end up with a much better experience? If you doubt that, consider Metroid Prime 1 and 2 on GameCube, a game that is still mostly unsurpassed on Xbox One and PS4 11 years later, an entire generation later, the is the premise we need to return to a field that is maximised, not equalised by the lowest system around. 

Just my point of view, have a great weekend.

 

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Reflections

These are the days where a lot of people reflect on choices made and I am not any different. I was at the foundation of gaming, when gaming was young, when people thought that this was the sport of nerds and I did not care. I reviewed games for 13 years and I never regretted it. I was there when Commodore release the CBM64 and the Amiga 500. Sony released the PlayStation, I was there when Nintendo released the N64 and the GameCube. I had the Sony PlayStation 2 on day one, I saw with amazement when the SEGA Dreamcast was released. I saw an amazing range of games and systems, even now I think back to how great gaming was in those days. Even now we see how some makers misrepresent their games on how unique their game is whilst in the end it is merely another version of Candy Crush or Bejewelled. The hide behind quick animations and we see some Zombie game and the list goes on, they all need to make a game that is quick so that it is downloaded, their name depends on the amount of downloads, the sheep that play games follow the games that have a lot of downloads, yet they miss the larger stage. A game is something larger, it keeps you interested, it offers a larger stage and there is no denying that Microsoft Game Pass might actually entice people who call themselves gamers will actually end up playing actual games. Yet there is a danger there too. I personally believe that Microsoft is in it for the soft money, the micro transactions and it makes sense, micro transactions represents billions a year in revenue, and there mobile systems are the biggest source of micro transactions and that too is a reason why Microsoft wants Apple access. 

It is time that this stage changes and if there is one stage we want to protect then it is the gaming stage, that stage gives direct access to the younger players. Even as these ‘critics’ proclaim loot boxes are ‘gambling’, there is no status on games like Candy Crush and all others designed to drive gamers to spend money, the addiction of achievement. Yet we see a lot less on that part do we? I remember playing the very first Lemmings, from the first hour I saw just how addictive it was, I still have great memories on Magic Carpet, I saw amazing games from Mirrorsoft, Microprose, Psygnosis, Rare, Westwood, Bullfrog and too many others to mention. Even then the creativity outranked corporate types and the gamer won. That field has changed!

Even today, I remember playing games like Millennium 2.2, Lemmings, Covert Action, Ultima 3, 4, 5, Eye of the Beholder, and that was long before PC’s started to take gaming serious. One title I am leaving for last, In 1987 FTL (Faster than Light) created Dungeon Master, it changed the way people looked at RPG games. It was only surpassed by Dungeon Keeper because Dungeon Master paved the way and created the love of the RPG game, Dungeon Master became the best selling game of all time for the Atari ST, others would follow and Dungeon Keeper would push the love of RPG to even greater heights, in the end 700,000 copies would be sold and it is there where we see what we can gain, in those days 700,000 copies were sold, in this day it would be 10 to 50 times as much. And we overlook the playability of those games now, yes we see the hypes created (and the games EA screws up), yet they also had there share of successes and underestimations. Who remembers ShadowCaster and Black Crypt? Upgraded they would make interesting games and in that same setting EA has close to half a dozen games that could raise the setting for Google Stadia. So what happens when we tinker Magic Carpet to become larger and multiplayer? And that is only the tip of the iceberg, Microprose has even more titles and that is all before we look at the near future and see what else we can do to set a larger stage of games that people either cast aside or ignored in the first place. An excellent example of that is Microprose’s 1990 release of Knights of the Sky. I loved the game and many others did as well, but the larger group seemingly forgot about this game, a game that could be upgraded and work on a whole range of systems, including Google and Apple systems. We need to take another look at these games, games produced in the era spanning from 1985-2005 gives us close to 100 titles spread over half a dozen systems and we forgot about them. Why is that?

I get it, some people moved on, they moved on to other things and that is fine, but there is an entire generation of people that is limited in its view of games and it is limited to match three shapes. That is not really gaming and we need to make sure that this does not happen. For a system like the Google Stadia, it is the difference from being in the game and setting a goal towards being the 4th system in gaming, from there the sky is the limit. There are enough games, the question becomes where do they (or Apple) want to go, offering a system or committing to a system. It is a small but distinctive difference, one is seemingly going that way (it doesn’t matter who), yet it opens up a larger stage. A stage where people can optionally now play a larger and repaired Mass Effect Andromeda, a game that is game 1 and game 2 together. A stage that Google Stadia and Apple allows for and that is good, perhaps the others will catch on, but that is not a given and perhaps not even required. Hardwire gives options, but when did all systems need to offer everything? I believe that Nintendo and Sony can work side by side, I feel certain that either Google or Apple will be the third system, there is a chance that people will select EITHER the Google or the Apple system, but I cannot be certain of that at present. And it does not matter, like Android and iOS, people will make a choice giving Google an edge but at present not a given victory, time will make determination, yet in time and over time we need to revisit the old games, the fact that we see more and more remasters is because the old jewels remain jewels, some of them merely need to get dusted, others need polish, but they remain jewels and the sooner some see that, the better their hardware will fare. 

 

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Project One Fiver

We all have the setting in our heads, we have an idea and we partially roll with it. It is there where we get the problem, some see problems, some do not. I am the one in category two, yet I also have flaws and they show themselves rather quickly. I am the entire opposite of those, I am one who quits as the challenge is gone. It is a basic law, it is stupid, but in 1989 there was a different stage, the BS artists were in charge, I was new, I knew nothing, but I had my 

Nantucket clipper compiler and a book on how to program and within weeks I was ahead of a lot of people.  I was asking container programs, admin programs and I loved it. But it came with an inner flaw. Someone in the cinema world asked me for a solution, I was not thinking like a consultant, because I was self trained, I rejected the offer, not because it was hard, but because it was easy. I had in my mind set the stage and developed the solution in an hour, I saw what was needed and my mind set the stage in minutes. The shows, the cinema’s the date’s, it was the simplest application of Clipper and dBase 3, as such I saw the premise that I was doing all the work and getting almost nothing for it, because people would state that it was too easy, and in those days the rent was due. I leaned a lot over time and I went in a different direction, but the ability to see solutions remained in me. 

So as I am watching the Battlestar Galactica series (again) an idea came to mind, what if the premise of the RPG is changed? What if the game is not one game, but 15? All linked into one massive game, into one large game that is in part driven by the parameters of other gamers? Not just that, but your achievements will be an added parameter for them? Over time your stage will be the overbearing one, but you are not one voice, you are one of a choir and over time you are the choir. As far as I can tell, that has never been done before and even as my idea grasps some idea’s from others, the stage of philosophical drives, the stage of a limited stage is not new. Other games programmed around it, I am considering it to be part of the game. And over that stage we see the ability where we intersect in a much larger stage. Yes, it sounds confusing, me talking about stages, about parameters and about requirements, yet games are like that and we fill in the blanks in stages, the stage of where we play, the stage of where a character is and we have the ability to set a much larger field of play in a  game that could set a new record in gaming in the next console war. 

A stage that has several planets, a stage that is set where we have a formula that creates 15 planets, and you have no idea where you are. This is not for the weak of mind, or those walking around in Minecraft, this is Elder Scrolls Oblivion on a scale that is 15 planets big and we do not set out to gain a flag or to kill a monster, we set out to create a dynasty and that is never a clear sailing premise. I see the solutions that other greats did before this, There was the Ultima series an RPG by Richard Garriott that is something that still drives me and why it was never refurbished in a new coat with new graphics still puzzles me. But they were not alone, there were others, to some perhaps forgotten, but with gems in its coding. Hopefully we will see a remade System Shock soon, yet it was not alone. Whist Ubisoft is all about triggers and respawning enemies, the stage is out there for a different kind of RPG, I believe that the PS5 will open up more options and different sets of games. The problems is not the game, the issue will become where is the IP, who owns it and how can it be staged in different ways. We see series like Westworld and we wonder how it can become a game. There was someone with the Westworld Shelter approach, I never saw it, I would have liked to have seen it, but it was removed before I could see it. This is not a random phrase, the question becomes that in the age we face, sources are limited, so how can we make a game enjoyable, repayable and original without it becoming a mesh of Minecraft and Animal Crossing? Whilst Ubisoft showed us how not to do it, w still need to do it and we need to do it right. It needs a hand that looks outside of what coders look at. We need to consider the creation of a strategy guide before there is a game, so that we can ensure the long term existence of the created game. And to be there for the long term you need to look with different eyes, to see in a different scope. I saw the option of scope when I created the foundation for Elder Scrolls VIII: Restoration, I saw the option of views when I considered Watch Dogs IV: Refugee, it also gave me the idea to set different dimensionalities (there was was an example in System Shock), yet the combining of elements is a much larger stage and it is a different stage. It is not like we go to the theatre, it is the entire block around the building that houses the theatre as well. That is the stage we work from, because when the surroundings are there, that is when we give size to the stage in that theatre. It has always been that way, yet in the past the computers could not deal with that stage, computers are finally catching on and even as the remade Pirates (Sid Meier) was betrayed into a diminished stage and labeled Assassins Creed: Black Flag, does not mean that it was so, we had no reason to give up on a time honoured classic, yet that stage was burned before it flourished. I wonder what we can get done when that is ignored in a future project, what happens, when we have a planet making program like we see in No Mans Sky and we prepare 15 codes, 15 places with enhanced detailing, 15 stages where the plant is the stage, where we are a person in a much larger field and we get to set up the stage of history, I reckon that it has never been done before, not to this degree and not to this reference of options, a stage much larger than ever before and to the degree where we at the end of 200-600 hours want to play it again, so far only Bethesda and CD Project Red have come anywhere near that stage, there is off course GTA5, no one denies that, so out of 2300 game developers, only 3 only got that near, would it not be the right challenge to be one of 10 ever to get that near? It is not a hard question to answer. 

I’ll let you simmer on the question and the questions that will be in your mind at this time.

 

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