Monday, September 23, 2013

Joey thinks about his perfect game a little more in-depth

Last week I thought about some generally ideas about my perfect MMO. This week I unveil the grand imagining of the world and system.

     Anytime we talk about a game, there are two main things involved. First is game play, which is a broad, broad topic, second is story, which is also broad...ish. In the case of this game, which I have dubbed Blink World, the story and the game play are not mutually necessary. What this means is that I may someday revisit this game system with a new story line, a new world, etc. This is the imagining of how the game will go, from release day to the day the players defeat the last world boss and claim Victory Over Blink-World Day.
     Also note that the names here are somewhat generic names which will almost certainly be changed before release.

     Its a hot, humid day in Center City. This is the grandest city in all the world.  Thousands of people live here. The city is tiered, the poorer living towards the bottom, outer ring, the richest in the highest tier, the Heart Palace. As in any time, thousands of visitors are here, some strong, some weak.
     Suddenly, without warning, a light appears above the palace. It appears to be a star of some sort, and very soon eclipses even the sun in brightness. A moment of this blinding  light, and all goes dark with a clap of deafening thunder. A long heartbeat, the panic is rising everywhere. People begin to scream and, with a whooshing of air like a great bellows taking a breath, the light is restored. People look up in silent relief.
     Relief lasts only a moment. The sun of the world they know is a glorious blue. Everything is now a muted yellow. The star that now sheds it's light is foreign to them. Those on the top of the terrace see a landscape which is alien as well. Jungle and Savannah to the south and west, tundra and marshland to the north and east. A great confusion and panic takes hold again, and as a whole the city riots against this madness.
     A midst the confusion some try and escape the city, thinking, perhaps, that this is all some illusion, perhaps simply wanting to flee the reality of their situation. Alas all but a tiny minority are repelled by an invisible barrier which encompasses the entire city. With rising panic, the city is thrown into revolt. The guard is dispatched to restore order, but little can be done.
     The king himself descends from is palace, his royal guard in attendance. With dignity he walks through his city. Those he passes are quelled by the sight of their calm and collected lord. He reaches the barrier and stops, feeling tentatively out with both is hands and his magical senses. He is entirely barred, both mind and body. He returns to the streets to quell the people.
     Several hours later the riots have stopped. The fires have been put out, and the city's order is restored. The king has taken stock of his people and ordered that those who are able to leave the city be in attendance to a public address in the market square. A thousand and change are in attendance. Some old, some young, some men, some women. There seems to be no common traits among them.
     The king of the city is the Game Master of the realm. The Game Master is played by an actual human who's character is the king. Players only communicate through verbal language in this game, meaning every person will need a headset. A cheap one will be provided to players who don't have their own. The GM addresses the players.
     "Dear subjects. These are indeed troubling times. I, King Alfred the First have loyally served as your king for many years, and never has this city faced such a threat. Much is unknown of our current circumstances. I and my wizards believe our entire city has somehow 'Blinked' through dimensions, ending up in this alien world. Whatever the cause, some of us are incapable of leaving the city. Others may go as they please. While we do not understand these chain of events, we will not let them deter us from our path. We will discover the secret of the this world, and we will return home. I implore you all to explore this continent and discover its secrets. Find the truth for us, and protect us from whatever threats may emerge.
     "We at Center City will do all we can to support you. As you know, I am a powerful Mage in my own right, and I have a retinue of court wizards under my control. We will do all we can to preserve your lives, binding your souls to our temple here. Should you fall in battle, we will return you to life if possible. Now go, with our God and with my blessing."
     At this the new adventurers cheer for their glorious leader and they make preparations to leave. Though untrained and unskilled in the art of battle, these intrepid explorers leave to find their way. Along the road they encounter new enemies.  Within a month they have traversed a meager portion of the land, becoming stronger and more adept.
     As they explore the world they meet intelligences not of the human race. Elves, Dwarves, Undead, Trolls, Goblins, Orcs and more. Some are friendly, some are hostile. Some are in bitter feuds and the people of Center City must decide who they will side with. In time they have both created alliances and spawned deep hatreds with the locals.
     Within a year they have become powerful adventurers, capable of all manner of powers. Some deadly swordsmen, others potent spell casters, still others skilled artisans, able to create powerful weaponry and armor. Even fewer have mixed some disciplines or been diligent enough to become masters in many arts. They tame the wildlife, they build temporary shelters which turn into permanent homes and soon the new world is alive with villages, towns and even some cities (it is worth noting here that the cities, towns and villages will be entirely designed and built by the players). Some of them open shops to create and sell powerful equipment. Others join guilds to clear one direction of the compass.
     As they expand outward, towards the shores of this unknown land, they encounter powerful beings of ancient knowledge and terrible power. Together, united in a common goal, they defeat these powerful lords of this new world. They uncover secrets of terrible weight and come to understand their place in the world and the many paths before them.
          After a great time the World has been cleared. The adventurers have become masters of their domain, taming the wilderness and destroying threats too potent to ignore. Long ago they learned the secrets of what brought them here and how to leave. They have razed the barrier and have divined a way to leave this wretched place.
     The king will take the city and attempt to return home. If he will be successful or not, he doesn't know. He only knows he must try. Some of the adventurers have become attached to this place though and the king gives them leave to stay here and live. Some stay, others go. It is a bitter parting, for they will never see each other again.
     With great sadness and relief, the king sends his city through the void, hoping beyond hope that they will reach home.

     Part of the idea here would be that once a realm has "won" the players who have played in that realm may stay there and simply enjoying a world building game for as long as they wish. Others can leave and get the opportunity to play in a new realm. Obviously the details need to be worked out, but this is my first imagining of how a typical realm will progress. By the end of its lifespan, it will be radically different from every other realm in existence.

    Next week I'll discuss the specifics of game-play, and that should wrap it up for this series of posts.

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