A Single Player MMORPG

A Single Player MMORPG

Game Dev Becca and I want Mystic Riders to be a Single Player MMORPG. Bear with me, this isn’t an oxymoron. It comes from both of our experience playing games and the type of games we enjoy, plus, some game marketing research I discovered about solo players.

The common thought around MMO player games is that they are designed to be social games that are played cooperatively where players form groups to complete tasks that are usually “defeat this mega boss.” Personally, I think this is a rather limiting way to view the MMO experience. And my desire for a MMO game that I can finish by myself drives this opinion. Especially since I play for story!

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MMO means massive multiplayer online, and that doesn’t mean that players should be forced to be social and form groups to cooperatively figure things out. It simply means that there are a lot of players online in the game at the same time. The idea of standard cooperative play comes from the popularity of one of the first MMOs, World of Warcraft. Everyone (sans a couple of games) has jumped onto that cooperative MMO play model because WoW did it and was so successful.

However, even in the original MMO gaming experience, there were 8 types of players. (Some even defined 16 players.) They were labeled free spirits and consumers. They were looking to get the most out of the game on their own with as little interaction as possible. And as MMOs and Games as Services have taken over the gaming community as each MMO tries to grab as much of the fanbase as possible. There has been a backlash over it. Remember this Meme?

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People want single player games. (But I doubt the industry is going to give up on MMO Games as Services any time soon.)

Girls prefer narrative play. In an MMO geared towards girls, it simply makes sense to have the narrative story option of the story be single player. They can still form groups and play and experience the story together, but that is optional. A game that has done this quite successfully is Star Stable Online. (Though there are some players that want cooperative play and the day they do that, is the day I stop playing SSO at all.)

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But there are other reasons why having a story line that a player can finish by themselves without help from others is better than a cooperative story function. And this deals with those free spirit and consumer type gamers. Since, in an MMO, a person who wants to be a social gamer will be able to be a social gamer no matter if the story is “single player” or not.

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1. People have less time.

Kids. Adults. We’re all over scheduled. We don’t have time to sit down and coordinate with our “friends” all over the world when we’re going to get together and run a dungeon. Mystic Riders is geared towards teenagers. Teenagers have school work, after school activities, and hopefully friends they’re hanging out with face to face. Having a single player story mode lets them start and stop the story whenever they need to get off and have dinner without worrying that their leaving is going to inconvenience someone else. If you have to schedule your gaming time, it becomes work. And no one really likes their fun becoming work!

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2. Communities are Toxic.

MMO communities in games that force grouping also come with the huge downside of people simply being cruel and mean to one another. There is a lot of gate keeping. People who aren’t as good at the mechanics of the game get bullied. When you’re going into a game to relax and have fun and find the community hateful, it’s not fun. It’s not relaxing. Forced socialization turns people off. With a single player story mode, players can figure the mechanics out on the their own. They can take the story at their own pace. See everything they want to see. And they can shut out the community if they want to for their own peace of mind.

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3. People Have Anxiety/Don’t like Strangers.

Some folks aren’t extroverts. Somewhere along the line, society has determined that being an extrovert is “normal.” Well, no, it’s not. Being an introvert isn’t a bad thing. Being an introvert is normal too! Socializing is stressful for some gamers. When they play a game, they don’t want to socialize. They want to have fun! So, in a game designed for a younger audience, having the ability to monitor your child and see who they are playing with or even turning chat off so they don’t have to interact with strangers if they don’t want to interact with strangers. (Or you don’t want them interacting with strangers.) Is simply another tool to have peace of mind that you’re going to have a fun, safe experience in a game.

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4. It’s more immersive.

Playing by yourself allows you to take the story at your own pace, to explore the world and discover the lore at your own leisure. There is no pressure to get through someplace quickly or have more mastery of the game mechanics than you do. If you want to craft, you can craft. If you want to decorate your house, or change your avatars clothes, you can. It makes the world more alive.

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Players who are loners in the game often play because they want to really be in the game’s world and MMOs offer a variety of activities (questing, crafting, farming) and customization options that single players simply don’t, everything from avatars, to clothes, to housing. Forcing players into groups is restrictive and really limits the amount of players that will play your game long term.

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Social players will always find a way to group. Solo players will give your game a pass if forced to group up.

All pictured comments in this post are from a GDC Video about Loner Players in MMOs. The video was nonsense, the comments were enlightening, including that 70% of Black Desert Online’s player base (an MMO known for it’s grind and endgame PvP) were Solo players and didn’t care about grouping or end game PvP content. It’s time to stop catering to the 30% who get to the end and cater to the 70% that make up the core of the game’s players. Let’s make video games better!

Get to Know Your Devs: Top Fav Games

Get to Know Your Devs: Top Fav Games

Today we’re going to talk a little bit about what our favorite games are, and what you can see they mean for Mystic Riders as a whole. Why? Because our favorites are (inevitably) going to affect what sort of features we want to see in the game, and the kind of stories that we enjoy.

So to start with, Becca’s list is a little…all over the place. The most obviously vintage of the group is Barbie Riding Club from 1998, a PC game that in many ways started the girls’ gaming phenomena but is sadly no longer replayable. (Because yes, she would play it again, Becca will play any game she loves multiple times.) It was the best substitute for owning a horse a girl could have. There’s also Jak & Daxter, which is a console game of the fantasy, chosen one type variety, that she wasn’t able to finish due to the game mechanics being not in her favor. She grew up with the Legend of Zelda franchise, but the first one she played and her favorite still is Windwaker–it gave the characters such great expressions and had a story that was outside of the norm for the game while still being within the box that is Zelda. (And the new Princess Zelda from Breath of the Wild drove her bonkers.)

She has a hard time picking her favorite Pokémon game–Yellow was her first, Crystal was the first to let her actually play as a girl and has all of her favorite legendaries, Stadium 2 had the best mini-games ever, and Moon lets the Pokémon actually interact in the outside world more–but her favorite remains X. She just loves the world building too much, the region easily being her favorite with its French roots, and it was the first that allowed customization of the avatar to really let the player express themselves. Her last on her big list of favorites is Professor Layton and the Curious Village. While there are frustrating aspects to the game and some of the puzzles are harder than others, she enjoys the way the story winds through the characters and the “twist” ending that while mildly surprising, isn’t a complete shocker for the player either.

Ginny’s list is more easily nailed down to a theme (though Becca had to do some meshing to make this list, lol). With Caesar IV, she gets to make her own city and make it as pretty as possible (such as all the roads and the pattern tiles), as well as optimizing the layout to make everyone happy. Cooking games like Cake Mania gives her the satisfaction of getting the high score under the time constraints to unlock all the extras, and Cake Mania is particularly good about it because there aren’t a ton of micro transactions hiding in the levels. Roads of Rome gives her the satisfaction of doing things in the right order, especially since the later levels will punish you if you don’t, and the fact it’s repairing things rather than combat.

There was a lot that she loved about Ratchet & Clank. From the story, to the fact the original game’s worlds were just the right size to inspire wonder without getting overwhelming, but the first thing she mentioned was the fact the game was set up to be about exploring and collecting items, as well as a few well-timed explosions. Kingdom Hearts hits the nostalgia, the comfort of familiar stories and getting to interact with them as well as taking something old and making it new. (It was also her first platformer game.) With Okami, she loved the concept of using magic to heal the world and the mechanics that let the player see the impact their actions were having. She also found the puzzles seamless in their integration, and that you had to think on them.

What about games the two game devs share? There’s two sets of them. One is Final Fantasy X and its sequel, Final Fantasy X-2. For Becca, it’s all about the story. The characters are great (okay, Tidus is a bit grating, but he gets better), and some of the best parts of it are the fact you can influence the story in small ways to really make your mark on it. Becca really liked the callbacks to X in X-2, but that it was being it’s own story at the same time. For Ginny, her favorite part of X is pretty limited to Rikku punching Tidus in the stomach as a greeting. For her, X-2 was what really hit the mark because it focused on Yuna and Yuna’s grief and feelings about her journey and the aftermath. It also presented three very different types of girl, with girls having agency in their own story. And then the job system is her favorite, as imperfect as it might be, she liked it the best by far.

The other is the Sly Cooper series, though there are some strong feelings on them, especially the last one, lol. Becca likes that it isn’t about combat, it’s about sneaking and collecting items, and the importance of history to the present. (Once combat started happening, it started irking her.) There is character growth between games too, which is great. She just wishes they hadn’t done a cliffhanger ending with no follow through and that Carmelita had gotten a better treatment. For Ginny, the third game, Sly Cooper: Band of Thieves remains her favorite. Sucker Punch really hit their stride with the mechanics at that point, including different mini-games depending on the situation that made sense and fit the game play so the player wasn’t confused as to why it existed. It was also really about Sly’s ancestors and start delving into the lore of the world. She did miss the “tink tink” of the first two games though.

So what does all of this mean for Mystic Riders? Well, between the game devs, there is obviously an importance placed on story, which you already knew, but not just on story being the focus. It has to give the female protagonist agency, it has to be about their story as much as it is about the side characters, as fun as they can be. The mini-games have to be fun, and yet mesh well and make sense with the world, which can’t be so large it’s overwhelming or too small so you don’t have enough to explore. While the player has some influence on the greater story, it is within reasonable limits and gives in to their expectations rather than being surprising just to be surprising or not making sense. And rather than combat, it is focused on puzzles and improving the world, with some elements of time management but not enough to drive anyone batty.

Think this helped you understand what sort of game we are looking to build? Let us know in the comics or on twitter!

The Magic of Magical Holidays

The Magic of Magical Holidays

If there is something I love about MMOs, it’s holidays. (Becca can attest to how much I love holidays.) And Mystic Riders is no different. If you follow my twitter @Ginnyzero, you’ll find that I’ve been the last several months tweeting about different holidays. Astranar loves holidays as much as I do and they like to go all out with decorations, activities, and things to eat and things to collect!

There are a lot of holidays that we want to add to Mystic Riders. So many, that it may seem that holidays last all year long. All holiday quests are extras and don’t contribute to the main story line quest. They may reveal character relationships and surprises about important characters in Astranar.

Some holidays will require a little more experience and story progression than others. This is to preserve some of the story’s secrets before they’re revealed in the main story. As the year progresses, the character can jump into the holiday stories at any time as long as they have unlocked the necessary districts.

In Mystic Riders, we’ve decided to do things a little differently. Every holiday has quests, and these quests contribute to their own special holiday experience bar. Doing quests also rewards the player with holiday coupons to turn into holiday NPCs in order to get special clothes and decorations. Get enough holiday experience and there will be big rewards.

What type of holidays should the player expect in Astranar?

Christmas is one of Astranar’s favorite holidays. They have lights, huge trees, and big displays. Every district has their own holiday theme and each mentor of the district has been charged with setting things up. They need the main character (MC)’s help, stat! Santa also needs help. His suit has been destroyed. The elves are revolting. And he’s lost his naughty and nice list! On top of that, his horse and the reindeer don’t want to get along. His daughter wants to date. There is far too much to do. How the MC can fit this around decorating, parties, sleigh rides, and ice skating, she just doesn’t know!

After Christmas is Valentine’s and love is in the air. There are love notes and flowers to deliver. The carriage rides need to be arranged. Everyone has a special someone. But Valentine’s won’t go off as well as it could if Cupid doesn’t stop moping and make up to Psyche. Not that Psyche thinks she deserves him after hurting him so. She’s a bit silly and needs the player’s help to prove her worth.

Luck Day is all about rainbows and parades. Too bad the rainbows aren’t as vibrant as usual. What possibly could be wrong? Headmistress Thyme has a suspicion. It may or may not involve alicorns. Luck Day also celebrates the Deer Princess who came to Astranar to marry their prince long ago. Of course, no one told her there was a wedding in the offing! There’s a merry chase before the parade can begin.

The next huge festival is the Spring Festival to celebrate all the blooms in Astranar or at least eight of them. Each district is ready to outdo the other with huge flower displays and spring time decorations. It’d be nice though if the Easter Bunny hadn’t gone missing! Mother Goose won’t stop speaking in rhyming riddles. And Little Jack Horner is causing more trouble than he’s helping. His sister Jill is enthused with kittens who have mittens who keep chasing after mice. And Queen Katherine wants the MC’s help throwing a gender reveal party, but she won’t tell the MC who for! Is she having a baby?

Then is the Midsummer Festival and the wall between the regular world and the Mirror World is thin. It’s a time of portents and in the heavily agricultural Astranar, the Nokk, a water sprite that can turn into a kelpie, comes to make mischief. But somehow between the feasting and the bonfires, more than one maiden has fallen in love with him. Could there be a happy ending?

The next huge festival is Harvest and Halloween. Every district is celebrating the Harvest Bounty. The player needs Pumpkin Spice Magic to decorate the district! They need to go to Pumpkin Spice Mountain to learn how to make it. There’s going to be a barn raising and old fashioned ho down too. Plus, it wouldn’t be fall without hay rides! Things are going well until the Pumpkin Queen turns up with her Squash Ladies and other minions. She’s looking for Jack the Pumpkin King and it will be mischief until he’s found or at least caught. He’s having too much fun riding around with his Turnip Footmen holding his head up high in the air. Will things ever settle down with all these magical beings?

There are a couple other holidays that depend on the game’s opening schedule. Patriotism day will celebrate the founding of Astranar and be the birthday of the game. There’s to be a huge carnival and fireworks. As usual, there has to be a parade! Perhaps there will be cake?

Lastly, there’s Fashion Week. The Stylist Secret Service is ready to induct the MC into their ranks as a very junior member to make sure everything goes off without a hitch! The different designers of Astranar have all submitted fashion lines that have to be previewed, photographed, and of course, styled! There are so many things that can go wrong with all the huge personalities in the fashion world.

This is just a short overview of the ideas we have for extra holiday fun in Astranar to make the magic last a bit longer and the world feel more real. Don’t mind the fairies!

What Do You Want to Be?

What Do You Want to Be?

We all heard that question growing up. What are you going to do when you grow up and go to college? And it’s asked from ages 8 to 20. Since it is such a heavy part of the preteen and teenage experience, we decided to modify a common MMORPG element to suit. (Or is it old Final Fantasy? This was a Ginny thing, my knowledge of the source is vague.) That’s right, we’ve got professions.

The player has eight professions to pick from to start with, and the way I look at them is sort of like base Dungeons and Dragons sub-classes. While the player can use stats and gear to identify as the main character (MC)’s main class, a.k.a. what kind of rider they are and where the player put the skill focuses like a fighter picking strength and fighter feats and a rogue focusing on dexterity and ways to be sneaky, a profession lets the player add an additional level of flavor (and lets them do something with all those reputation points they are hopefully earning), like being a specific type of rogue like a shadow walker or being a teamwork oriented fighter.

So what professions do we offer? Well, let’s do a short little breakdown…

Jockey

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Now, jockey is a bit of a catch-all term here. What this is really meant is someone who wants to compete with horses professionally. This could be dressage, show jumping, endurance, barrel racing, pole bending… All that matters is a competitive spirit and a horse is involved. If the player takes this profession, they will always be on the look out for the best gear, the best horses, and the next race. The mentor the MC will want to seek out is Lottie in Morganite, since…she’s pretty much the only one with experience in both English and Western disciplines for more than a year except Var, and unless you share Var’s culture, that’s a no go (and Lottie has a surprising competitive streak if someone can bring it out).

Entertainer

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Again, this one is a catch-all term, but the idea is this profession is for anyone who is interested in the entertainment/performance arts. From dancers and singers to actors and instrumentalists, it covers all the bases. There are opportunities to hone the MC’s dancing, singing, and other skills throughout Astranar, as long as the player seeks them out. As seems obvious, the Diamond Media Complex and all of its various agents and principals are the folks to seek reputation with, but there are smaller theaters and venues too, and the MC’s own mentors (whether Light or Shadow) have a camp idol group that they can help. For all of this, the person the player will want to seek out is Viva in Citrine, who knows all about the hard work to break into the business and will be ready to offer that advice, plus she might have some cool tricks to work into dance routines from her rhythmic gymnastic days.

Farmer

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Whether its working with plants or animals (or both!), the farmers are interested in taking care of the land. Their customizable farm and stable is their dream come true to help collect different farm animals and types of crops. The local farmers are more than happy to offer tips and tricks to find rare plants or animals, and there are grannies, bakers, craftsmen (and women) and smiths with recipes or skills to help market the MC’s goods depending on the player’s fancy. There are even rare plants and animals to be found in the Mirror World, giving the player a wild new world to explore! Regardless of the focus, Len is the girl to seek out in Emerald if this floats the player’s fancy. She’s always interested in a cause for the environment, and she even has a bonsai tree that she’ll show if the MC promises to be careful.

Spa Owner

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With avatars this customizable, we all know someone is going to want to be a makeover queen. Well, do we have the profession for them. Spa owners take the hair, nails, and other physical customizing to a whole new level. If the player loves playing with hair and make-up, they are going to be on the hunt of Fashion Week for what is the new cutting edge. Besides playing around with every hair and character base in the game, the spa owner is going to want to get the favor of certain members of the Style Secret Service who deal with hair and make-up, such as Eden in the employ of Rose Neptuna or his brother Cain. The mentor is (oddly) also going to be Len for this profession, she is really big on green and vegan products being used in spas, but she knows her stuff about what’s good for different skins and bodies.

Interior Designer

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If the player prefers decorating the rooms, whelp, we have that covered too. This profession is for the collectors of every type of wallpaper and rug we come up with, trying every combination to see what works, regardless of personal preference or style. (And there’s a lot to go around.) There are various shop owners, artists, craftspeople, and others to find, not to mention the MC could always learn how to make custom furniture and dye the rug the specific shade of blue to go with the tin ceiling. There are also public decorating events that could definitely use the player’s careful eye! The mentor for this careful work is Izzy in Amethyst, whose level of matching and theme thrills the Style Secret Service and while she’s odd about her personal colors, she is always sure that her designs match people’s personalities.

Fashionista

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While spa owners may have dibs on hair and make-up, the fashionista is all about the clothes and the gear. From mixing and matching patterns and colors to perfectly working with people’s skin tones, they are all about the whole look. It doesn’t matter if they want to wear the clothes, make the clothes, or take pictures of people in the clothes, they are interested in some element of it. They also work closely with the Style Secret Service, with many designers keeping Astranar’s Fashion Week afloat–and you can imagine that Fashion Week is this profession’s Christmas! Some noted designers and stylists to meet up with are Arabella Threadsnip, Capucine, and even hip-hop artist Hi-Fidelity (supposedly). Head over to Ruby and ask for Ves if the player wants her advice on fashion, whether its her own punk or any of the others in Astranar–after being dorm mates with Lottie, she can handle anything.

Archaeologist

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This is definitely the hardest of the professions, and for those who are really invested in the lore and world building, so be warned! Archaeologists go everywhere and anywhere to help solve the mysteries of the world. While the player is always going to find the answers they seek to Astranar’s current problems, archaeologists are interested in the past ones and what they did to shape the current Astranar. (A.k.a. this is where Ginny and I get to hide all the Easter eggs, mwuahahah.) There are several explorers throughout Astranar who share this passion for history and exploration, including Trader Trouble who keeps getting himself stuck into odd problems, though at least when he gets really stuck, he pays well for help getting out of it! Sharing this love of history and exploring is Minnie in Sapphire. While the MC may have to deal with everything ending up on her vlog, she’s full of great places to start adventures.

Chef

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Last but certainly not least is those who are drawn to the culinary arts. From cooks to fine dining to patisseries to bakers, the world needs more people who are willing to cook! Astranar has cuisines from all over the world and secret recipes in both the normal and Mirror World for some seriously good treats. Whatever the player wants to specialize in, there’s bound to be someone who can offer advice. Some of Astranar’s top chefs include Edith Yeast, a slightly-mad food scientist, and Helen Highfoam, who helps everyone learn how to cook. The mentor of cooking is Kitty, because unlike some people *cough*Lottie*cough*Len*cough*Izzy*cough* she remembers to pack her lunch, and she knows all about nutrition and the industry from her grandparents who run a traditional inn back in Japan.

These professions just scratch the surface of the things someone can do (and we have plans for that, but remember, these are the core sub-classes, we can go into prestige classes later), but we hope can help girls realize some of their potential. Some of these professions in reality, like fashion and entertainers and chefs, are very male oriented and its hard to make it in those businesses. But by introducing some of the basic concepts of those professions, the groundwork that goes into following them, we hope we can prepare girls to succeed no matter what direction or obstacles might happen.

You Create the Hero

You Create the Hero

In Mystic Riders, your main character (MC) is the hero of the story. It’s their journey and they are the star. The story pillar for the game is “growing up.” And we want the player to feel like they’re in charge of the story and what they do matters. We want them to create the star. So, we’ve come up with some game mechanics and story elements in order to customize the journey.

Character creation in Mystic Riders is more than about customizing the avatar and magical color changing horse. It’s about choosing the best starting magic for the player’s chosen aesthetics. The quiz will help decide what district, the first racing skill type, what type of magic the character has, and other cool things like if they live in a dorm room, a tiny cabin, or in a tree house while at camp. (The player can choose if this carries over to their farm and stable or not.)

There are seven different magic types in Astranar (and the elusive eighth type, Harmony) and each district specializes in a different magic. Each district is a different chapter in the story that can be played in any order depending on what type of magic the player wants to learn next. Because story wise, the MC is the next wielder of Harmony magic, the first in centuries.

Helping the player on the journey are the mentors of each district. The mentors are only a year or so older than the MC, and can only wield one type of magic. They came to Argentum the year before and earned their spots in the Royal Riding Academy. If the MC gets into a great deal of trouble, they can help out. Maybe. If the MC gets into too deep of trouble, the player will need someone with a great deal of magic experience, like Headmistress Thyme to get them out of a jam.

There are choices to be made all through the game.

After customizing the MC and choosing a district with it’s racing skill tracks, there are other skills to be learned such as crafting and arts. Learning different skills in the game like hiking or gardening will help in the journey to discover Astranar’s secrets. And being able to make clothes and equipment not only will allow the player to outfit the MC in better gear, but earn some extra coins along the way. The more skilled the MC is, the better things the player can make and the harder obstacles they can take on.

When the player levels up the MC and their horse, we want them to have the ability to customize stats to what they feel is important. There is going to be a certain amount of strategy in choosing where to put stats to be the most effective depending on where the player is in the game. Not every horse is going to be the fastest horse or the most agile or most disciplined. Different horses are good at different things.

Answering questions is going to affect how the story proceeds and how characters in the game perceive the MC as a person. The player may want to put the MC’s best foot forward. How much effort the player puts into completing quest goals in the game is going to reflect on the skills and abilities that the MC has and how good they are at them.

There are factions to choose. Does the player want to control the power of nature, create illusion, and read minds? Or do they want to explore the natures of rot and decay and the nightmares of others? It’s up to the player. Each of these factions will alter the story. And give players access to different areas, equipment, and gear. Depending on if they choose to be in the Light or Shadow Faction, there are specific pets and horses the MC can get that are exclusive to those factions.

As the player progresses in the game, the MC will be given an opportunity to take the first steps in a profession. Do they want to be a jockey? Entertain the masses like Rose Neptuna? Or even explore the far reaches of Astranar searching out secrets? Professions will give special quests, extra items, and access to special areas.

Most importantly to us is that the story is about the player’s main character as the heroine who is there to train and learn the secrets of Astranar and Argentum in order to make the Light and Shadow Magic of the world harmonize again.

What in the WORLD is Victorian Edge?

What in the WORLD is Victorian Edge?

So we keep describing Astranar as having hung on to the Victorian Era a little longer than the rest of the world. What does that even mean? Well, I’m going to describe the over all feeling of the world that will hopefully help, and then Ginny has folders upon folders of inspiration pics to provide visual reference.

While a lot of the districts have their own influences and styles (we’ll get into each one eventually), there are some things that have carried over across Astranar, developing either concurrently with the rest of the world or arriving with the latest shipwreck. For those who have no idea what that means, think about how pyramids appeared in both South American and northern Africa, and numerous other ideas that develop across the globe in different countries that have no contact with each other at the time.

As for the lasting footprint of Victorian influence, it’s a mix of the Gothic cathedral style, then it goes into things like French (or Second) Empire, Queen Anne, and Gothic Revival. Mostly, it is a hodge-podge of the over the top “gauche” type of decor they favored, though the fascination with death and spiritualism will be centralized to one area or one time of year, since our focus is more on healing and balance.

Some key things that you will see are gingerbread trim on houses and buildings, scalloped pattern roofs, and intricate iron work on both the houses and the streets. (We have some beautiful and easily specialized ideas for the street lamps and manhole covers, I’m excited.) The roads around the farms and forest paths are dirt, because roads are expensive, but the ones in town are cobblestone rather than pavement, which is better for horse hooves and much better to adjust to the town size as needed. They work around or over hills rather than digging through and leveling, the same for the railroad tracks.

Interior wise, we drew inspiration from the Morris wallpapers and vintage or even just vintage inspired furniture pieces, in both American 1950’s and more traditional Gothic. Not only do we want to provide a variety for players to really customize their experience, but we want things to work together without fighting each other in terms of style. You can have your goth or punk rock room, or you can be as frilly and princess like as you desire, or you can splash loud colors all over the walls, but the goal is to make the visuals all flow for the sake of the game.

Alright, now to the part I’m pretty sure everyone cares the most about. What are the characters going to look like? Well, fashion wise, we tried to cover all the genres—hip hop, preppy, vintage, punk, fancy, and even androgynous. But we pushed them to fit within our idea of Victorian inspiration and what Ginny calls the blocks that we have built into the game without getting…ridiculous. You’ll see a lot of the classic shapes of the 1950’s, as well as modern casual fashion. Okay, and yes, there’s some Lolita-and-or-school girl aesthetic going on, and that’s my fault. I have a lace and ruffle addiction.

Other countries and styles are hopefully going to make their way into the game, such as hijab and Hindu forehead markings, but those are additions rather than something we’ll be starting with. While we want to be inclusive, we made categories to make it easier to implement the needed fashions and blocking and sheer levels of programming that it will require. So stage one is basically the bare basics, and then adding some variations of that. Hopefully by the time we’re finished with the basics and their variations, we’ll have the support we need to make the rest happen.

As for why we went down this way… This really fits Ginny’s and my shared aesthetic. While sometimes we are on opposite ends of the spectrum as far as color and decorations go, the bones tend to fall in this direction. This also serves as a great point-of-difference for us, since most MMO’s are either directly in the modern setting only, or they are medieval fantasy…ish, though the historical accuracy of the fashion is usually questionable. By going in this direction, we circumvent the problem of potentially having fashion trends age the game, as well as provide a unique experience for the player. Sounds like it’s all coming up roses. Speaking of roses… See you next week!

So Why a Girl Protagonist Again…?

So Why a Girl Protagonist Again…?

Time for some delving into our decision making paradigm here as I address what is sure to be a question we get a lot, and while I’ve touched on it, I really want to talk about it in-depth. Why did we decide that the main character in Mystic Riders had to be female?

I’ll get the mechanical aspect out of the way: yes, it is easier when you are going as highly-customizable as we are to only do one physical sex. Especially because we are doing three different body types, and lots of different hair styles and options for personalization and style choices (even if we are limiting how many are available at release and adding to them as the year goes on). By eliminating having the option to play as a boy, we’ll be able to make the main characters that more variable with the same amount of time and resources that normally go into supporting both physical sexes.

Since you can easily twist the mechanics into an argument for why we should do a male option, let me go into the marketing side of it. Our age demographic is 10+ girls, ideally 12-16. Those girls tend to run two ways, what looks cool to their aesthetic, or creating a virtual version of themselves, to be as much like they either are or want to be. Our job as game developers is to cater to that market. Particularly because it is wildly under-represented. There are very few, high quality games with a female only protagonist that can be customized beyond using your own name. About the only two games I can think of that fairly let you play as male or female for that age group are Pokémon and Wizards 101, and they have to limit how much customizing you can do because of the engine’s ability to handle it all.

I use the word fairly in two senses: one, there are (roughly) the same number of options for both the male and female players, and both are presented in the same way. Counting the number of hair styles is easy, it’s the second that trips developers up. The female character has to have to have the same variety of options as the men–this means that they can’t be designed to only appeal to the male gaze. (I have heard the arguments that the overly buff men are supposed to be for the female gaze, I am here to tell you it’s garbage. It’s a masculine fantasy all around, folks.)

One common complaint you’ll see, even in female-forward games like Overwatch, is that the faces all look the same for a female character, despite different nationalities and body types, but the men have at least a nod towards diversity. By focusing all of our efforts into female characters, we can avoid those types of slips and actually bring true variety and diversity to the options for characters and for NPCs. We can also feature interesting fashions without presenting teenage characters as a lot older than they are and creating unrealistic expectations.

Which leads to the moral and emotional reasons why we want to focus on a female character. I grew up with Zelda and Mario, both rescuing princesses. Pokémon: Crystal and Final Fantasy X, my first games with female protagonists (or close to it), didn’t come out until I was already ten or eleven, and I’m younger than Ginny! And while games have worked to include female options for characters, there still aren’t very many that focus entirely on a female protagonist, even as other games such as Zelda: Breath of the Wild and Red Dead Redemption 2 focus on male protagonists entirely. (I’m still annoyed we haven’t had a playable Zelda yet when she is the name of the franchise.)

Girls have just as much right to be the focus of a prophecy or the hero of a story. But they don’t get that opportunity unless it is alongside a male option. We want to create a game where the focus is devoted to showing that a game like this is possible, rather than feeding into the loop that girls won’t play games even if you create a game for them. It’s the same study they tried to feed us about female super heroes, and Wonder Woman blew them out of the water, and Carol Danvers is showing signs that she might do the same if given a fair chance.

That’s all Ginny and I want to do, really. Offer a fair chance for girls to be the heroes of their own stories, offer the type of games that we all enjoy without fighting through pop-up ads and bad graphics. By proving them wrong once, we give a foothold for others to try, and for us to keep trying and pushing for more. Because if all of us succeed, the ones who really benefit are the girls out there who start to believe that they can do what they dream.

Target Audience: For the Player

Target Audience: For the Player

Mystic Riders is designed to be enjoyable for the person who loves horses no matter what their age. We want this game to be enjoyable and relatable for tweens, teenagers, and young adults to the older adults who are young at heart by providing an enjoyable story with challenging puzzles and things for players to do simply to relax.

We are you. We love Miraculous Ladybug (at least the first season), Love Live, Sailor Moon, and PreCure. We adore Ever After High and Monster High. We get tempted by the Bayer horses every year until we remember cats will destroy them. (Ginny at least played with Barbies the way they are supposed to be played with, and wishes they’d go back to some of the older style merchandising. Becca collected the horses more than the dolls.) We play horse games and farming sims and get lost in a good story about teens in impossible love. (Give us all the fanfic! Give. Give now!) We have a weakness for sparkly and pretty things. And to us, pink is just another color in a huge rainbow of colors. (Bring back Lisa Frank!)

We’ve created this game for people no matter their gender or age who love exploring, story based play and have a spirit of competition. If you like games like Barbie Horse Adventures and Star Stable Online, we hope that you’ll like our game—a game where your main character (MC) can ride and take care of a horse in a huge open-world-style map that includes mini-games like Disney Princess games, platforming elements like Sly Cooper and Okami, farming and building elements, dress-up, and as much customization as we can stuff into a game.

Customization is important. Your MC is a girl. There is no one type of girl. There is no one right way to be a girl and we want to provide enough options that everyone has a way to show who they are and be represented in the game! (Even if some of it may have to wait for expansions. Fingers crossed.) Representing the incredible rainbow of who we are as people is important to us. Prep. Goth. Boho. Retro. Punk. Hip Hop. Country. We’ve got you covered.

There’s a lot more to Mystic Riders than caring for and racing horses. There are friendships to be made, a world to save, and a huge mystery to solve. Do things have to be the way they are? Can everyone get along? Who is Rose Neptuna really? And why does Bence have to be so cute anyways? Questions like ‘who am I?’ and ‘what am I going to be when I grow up?’ are balanced with silliness and fun. (Who knew that goats love pajamas?) And let’s be honest, sometimes those questions don’t go away even when you’re an adult. (Ginny can attest to this.)

There’s so much more to the story that it can’t all be contained in the game. There’s more to Mystic Riders (or what we want of Mystic Riders) to be more than just a game. We want books and webisodes and merchandise. Not to say that the story in the game won’t be complete, but who are Vesper Leilament, Charlotte Mistwaltz, and the other mentors? How did they come to Astranar? What are they up to behind the scenes?

And who doesn’t want a bit of their game to sit on their shelf? Dolls and horse figurines, outfits, make-up, and notebooks can mean that every player can have a little bit of Astranar and Mystic Riders in their day to day life. And given that Ginny is a fashion designer, well, maybe, if we’re lucky, there will be clothes from the game in stores with pockets (because clothes should be both pretty and functional). (Ginny and Becca are both serious about this pocket thing.)

Mystic Riders is a game created by those who love horses and are young at heart for those who love horses and are young at heart.