The Three Horse Categories

The Three Horse Categories

Game Dev Becca has been posting about the different horse breeds we want to have in Astranar. Some of them are more special than others, such as the starter horse straight out of the Mirror World.

There are three different horse types in Mystic Riders. While each breed of horses will have their own set of special starting stats that align with the type of racing they excel at, they are separated into three distinct groups. We have what are considered regular horses, those horses that have a sport or Baroque body conformation and are in general considered warmbloods. We have draft horses, those with larger or cob body conformations and thicker barrels. Lastly, there are ponies. These are smaller than regular horses and in some cases are the origins of the bigger ones.

To get the full experience of Mystic Riders and to be able to explore the map completely, the player is going to have to own a regular horse, a draft horse, and a pony. (Don’t worry, we’ll help them out to get the currency they need.) The magical starter horse is considered a regular horse even though its closest normal world cousin is the Fjord Horse.

There are 4 draft horses and 3 different pony breeds for the player to choose from and 17 extra regular horses for the player to buy. (Plus some magical horses they can befriend and tame in the Mirror World.) There is also one breed of carriage horse in Astranar that the player will interact with but can’t buy.

The regular horses in Astranar are like the horses of the rest of the world, they’re good for eventing, showing, and for doing trail rides. These are the pleasure riding horses of the world. In Astranar they are commonly seen doing the different races around the districts, being transportation, and are by far the most common horse type in the country. Regular horses excel at dressage or flat racing. They can also be seen doing circus events.

Draft horses are available and are better suited to do farm work and forestry. They have the special ability of having higher endurance and can traverse deep into the marshes of Astranar where regular horses and ponies would get far too tired to go. If the player needs to move a tree trunk, or a bunch of rocks, or go into the marshlands, they’re going to need a draft horse. Draft horses are also better suited to show jumping.

Ponies are the smallest type of horse and are much sturdier than the average person would believe, though they are slower than a regular horse. The ponies are the agilest of the different horse types and thus have the special ability to be able to climb high up into the mountains where regular horses and drafts simply don’t have the footing. Ponies are best at western riding such as pole bending and barrel riding. They can also pull small two wheeled carts and participate in driving competitions.

We want to be able to have all types of horses and ponies in the game, and at the same time, we want each of these horse types to be necessary instead of just yet another horse mount skin. The player will have a reason to use each horse on a semi-regular basis and to train their horses to do different things. A regular horse, a draft horse, and a pony are going to be the foundations of starting their own stable. And really, ponies help calm the other horses down.

Horses need friends!

As the player levels up and builds their My Stable, they’ll be able to purchase more horses to put in their stable. What type of horses and what they train them to do, is up to the player. Thus, once again, giving them a more customizable experience.

Each horse will come in an array of standard solid colors, and players can add markings to them if allowed by the breed in the horse stylist. (Unless the horse is a special breed like the Friesian or the Knabstrupper, in this case they’ll have special coats of different shades of black or different arrays of spots.)

There are so many horses, drafts, and ponies that could be added to Mystic Riders either through expansions or updates. So, there is a lot that can be done.

Platformer Mechanics

Platformer Mechanics

Some of what we do as we think about Mystic Riders is try to answer the question, what does an MMO look like in 2025? What is the next step in the MMORPG experience? Games such as World of Warcraft and Final Fantasy XIV, and Elder Scrolls Online started the “mount” system for MMOs that is becoming more and more standard.

So, where do we go next?

In Mystic Riders, we want to use a more three dimensional level platformer gaming type of experience that Guild Wars 2 is flirting with in their jump puzzles and huge battle arenas. Make the map of an MMO a more dynamic exploratory experience and use magic and mini-games to enhance the experience.

Games like Sly Cooper, Ratchet and Clank, and Okami allowed the player in a single player mode to explore the map and reach places in varying ways. Sly Cooper can climb ladders and pipes, and sneak along ledges. While Ratchet and Clank gave the character the ability to swim and gadgets to fly, walk on magnetic surfaces, and even change the state of liquids to solids (and back.) In Okami, the player used magic to cause the wind to blow up banners, become small, or even slow down time so they could make that tricky jump.

A platformer by definition has the game set up as a series of ‘platforms.’ So, I’m not going to say that we aren’t going to crib from these games in places, because why mess with what works.

The easiest use of a platform mechanic is to provide places for players to jump between. Whether this is across rivers or up in the mountains or in the marshes.

The next step is because we have a dedicated mount system is to merge these platformer style mechanics with the different racing mini games. Instead of the races being on flat ground, they maybe be more three-dimensional. Having the player doing a dressage routine, but that routine as they turn takes them up a hill or down into a pit.

They don’t want to mess up the routine, because that means they fall and falling is going to hurt.

Or maybe they’re in the mountains on a pony and there is a very thin gully that they have to get through in a set amount of time. This gully could be set up as a clover leaf pattern going up or down or it could be a pole bending pattern where the player has to move quickly in a zig-zag shape.

Or, they’re in a marsh on their draft horses and parts of the marsh are too deep even for their drafts to traverse and instead there is a show jumping race in the middle of the marsh to get them from point A to point B.

There are also other standard platformer game options, like rebuilding bridges. (We have a puzzle game for that.) Unlocking different doors in various ways. Or players might have to own a specific type of horse in order to move the tree that blocking the path. (That is if they don’t have rot/disease magic.)

Using platformer mechanics in the environment will give the player something to puzzle out and more places to explore once they gain more magic and unlock districts than simply riding from point A to point B and hope for some hills or mountain paths.

Now how can we utilize magic in our platformer mechanics? For this, we need to look to Okami and Ratchet and Clank. Players can lower and raise water. Turn water from liquid to a solid. Use the wind to turn a windmill and move bridges. Summon lightning to power a door or a dam. They can use magic to grow plants and make a ‘natural bridge.’ They can use magic to lift and lower rocks. Or to grow big and small. Or even to tame a pegasus and glide between extra long platforms.

The possibilities of how to make a map more dynamic with magic and mini-games really in only limited to the imagination of the game devs. Having different areas of the map only accessible if the player has mastered certain types of magic will hopefully encourage the player to explore the map multiple times.

They never know what they might discover and the secrets they could unearth.

Even if that means they have to become tiny like a bug or tame a pegasus.

The Games Within the Game

The Games Within the Game

Mini-Games. I have touched a lot on mini-games while talking about every other mechanic thus far in the game! Part of our vision for the next stage of MMOs is incorporated mini-games inside the game itself. The biggest examples I can think of is the different hacking style mini games in Sly Cooper and Ratchet & Clank. The biggest mini- games that most MMOs have are their fishing mini-games. (Almost every MMO I know about has a fishing mini-game in it one way or the other. The original Guild Wars being the weird exception to this.)

Our target demographic, being female, really enjoy smaller style app games like bubble shooter, connect three, and puzzle style mini games. Women love hidden object games as well. When a single player game is made for little girls like oh, Tangled, or Disney Princess Adventures, a huge part of the gameplay is integrated mini-games and puzzles. We want to take this out of the single player game and put it into the MMO style game.

MMO games don’t have to be 100% fetch and escort quests, and drag and drop items into glowing sparkling fields. Because, that gets tedious. We know it does. We’ve all been there playing a game for the story or hoping to get to the end game for the PvP battles and been stuck endless grinding in fetch quests in order to level our characters and get new gear. And even in a combat MMO where there are NPCs around that want to hurt the player, this gets mind numbing. (And so does the combat depending on the mechanics.)

And horse games, well, the type of horse games there usually are include mini-games such as currying the horse, cleaning the hooves, mucking the stables, and sometimes players get washing their horse and styling their horse with different mane and tail styles and fancy gear.

Feeding and watering their horse usually isn’t involved enough to be turned into a mini-game. With many of those horse games, that’s actually all there is to the game at all! (Which is so disappointing.)

So, here are some mini-games we’re thinking about for Mystic Riders.

Trace the Pattern/Connect the Dots

On the screen would be a pattern, or a set of dots. The player uses their mouse to trace the pattern or to select the dots in the right order to complete the pattern. Examples where this can be used: casting magic, doing hair in the hair salon, sewing a garment. Magic is the biggest place where we expect to use the trace the pattern mini game.

Bubble Shooter

The player has to shoot groups of bubbles in the right order to clear the screen. Mostly for magically locked places, such as the Mirror World.

Puzzles

Find the pieces in the area and fit them together. Good for making bridges, restoring artwork, or putting furniture and musical instruments together.

Pattern Match Mini-Game

The player is given rows and columns of items. There is a pattern, set number of items they have to match in each row. They need to move the items around before they’re put together at the bottom of the screen. Good for cooking and brewing, possibly cloth making, and so on.

The Slide Bar Mini-Game

The player watches a bar on the screen with a slider that goes back and forth. When the slider is in a specific spot of the bar (often a different color) the player clicks the screen to stop it. Useful for anytime that timing and accuracy is important. Could be used for forging, archery, and fishing.

Light Pattern Mini-Game

Sometimes, things just need to be a certain color. Whether or not it’s a set of lamps keeping a gate closed, or a group of Christmas Spirits that got caught up in the fun of Halloween, they need to be changed. Make the lights the right color, doors may unlock, secret places may reveal themselves, and Christmas can be saved.

Falling Objects

The sky is falling! Oh my. Oh, it’s just fruit and nuts you say. Well, carry on then. In the falling object game, the player runs around the screen to catch items before they hit the ground or direct falling items to specific spots. (These games should be easy. Easy I say!) Usually there is some sort of catastrophe going on. Or maybe the farmer needs your help to catch their apples before they hit the ground.

Pet Puzzles

The player guides their pet to go through mazes, push levers, press buttons, and sit on different pressure points in order to unlock certain gates and doors. Pets don’t do that you say? Well, this is Astranar and there’s magic. Mostly for having a good time with the pet, or Mirror World people don’t think the same we do about locks.

Clean the Screen

The player has to clean the screen with their mouse to reveal what’s under the dirt and grime. Mostly for archaeology.

This isn’t an exhaustive list of the mini game options that are available to us as game devs. These are the ones that we think would be the most entertaining and make the most sense. For mini games such as horse brushing and hoof picking, I’d want to consult with experts to make them more “realistic” and also make them completely optional.

Without a combat system, it is imperative that we give the players a variety of ways to advance the game, so they don’t become bored with what they are expected to do to continue the story. Thus, our answer is mini-games.

Let’s Make Something

Let’s Make Something

Now that the player has someplace to live and keep their horses, well, they’re own little farm. They need something to do on their farm. That’s right. Crafting.

In combat MMOs, crafting is now considered one of the basic features of the game. It doesn’t matter that in a combat MMO you’re probably just getting materials to make new armor or put together some potions, crafting is there and part of the experience. In Mystic Riders, crafting is part of what drives the story as the character chases after the question, “What do I want to be when I grow up?”

As the player unlocks camp locations, they can choose to learn new skills. In the beginning, they can learn 3 different skills, one racing, one ‘craft’ skill and one ‘arts’ skill.

The racing skill they choose is determined by their district and the answers they gave to the quiz. (If they don’t like that type of skill, they can always take the quiz again to get a different district.) And then once they are at camp, they can choose two other skills from the different activities offered.

The Craft skills are hiking, running, swimming, gardening, cooking, photography, archery, and fishing. The Art skills are cloth crafts, leather crafts, wood/paper crafts, ceramics, and lastly, metal crafts. As the player uses their skills, they’ll get better at them. The more they craft, the better they’ll be at it. (Exactly the same mechanic used for riding, jumping, or caring for their horse.)

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Some of the craft skills and all of the art skills have trees of knowledge that increase in difficulty. When the player first start sewing for example, they’ll be learning to make curtains and pillowcases, but when they become more advanced, they can make tailored clothes! As the player increases in skill, new quests to learn more advanced techniques will open up for them to play, and new items will be available for them to make.

After the player learns to hike, they can learn orienteering and eventually go onto geocaching and archaeology. Running leads to the skills of yoga, dance, and fencing or martial arts. Once they learn to swim, they can learn to row a boat. After they learn to garden, they can learn how to take care of animals, and mine responsibly. (I’d consider gardening to be the most basic skill to take and strongly urge players to get it started first.) Once they learn to cook, they can learn to bake, make candy, and brew things such as potions, lotions, and perfumes.

After the player learns to sew square things, they can learn to make clothes, and then advanced more tailored clothes and knitting. In leather crafts, first they make belts, handbags, and shoes, and then they can learn to make bridles and saddles. In woodcrafts, they first learn to make paper items, and things such as picture frames. Then they can learn to make furniture and musical instruments. In ceramics, first they learn poured ceramics (like plaster) and slab style ceramics, and then they can learn the pottery wheel, and eventually go onto glass making. In metal crafts, they learn to make jewelry and simple things like nails and decorative objects, then later forging.

Some of this obviously is going to need to be worked out and is subject to change.

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The crafting system is meant to tie in with the story, the professions, the My Farm/My Stable, and even the factions in Mystic Riders. During the story, the character will be asked to use certain skills. And how easily they manage them is going to depend on how much time they’ve put into that skill.

If they want to take part in a certain profession in the game and get the special items, they’re going to need skill and reputation with the groups related to that profession. The more work they put into their skills, the bigger and better their farm and stable can become. If they want better horse shoes, it’s going to be much cheaper to learn to forge their own than to buy them. And there are certain items they can only make if they’re with one faction or the other.

The items they make and grow can be food for them or their horses, it can be clothing or gear, or jewelry to help with their magic abilities. They can create items to decorate their My Farm/My Stable inside and out.

As the player runs around the world and does the quests and as they level up in their skill levels, they’ll discover, be given, or can buy different crafting recipes or patterns. These they can keep in their library at their My Farm/My Stable for reference later.

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They can grow the items they need at the My Farm/My Stable, forage them from the world around them, or be able to buy items in shops if they’re pressed for time. Just because one player is going to want to make their outfit from growing the cotton to finished product, doesn’t mean another player is going to want to do that, and we can accommodate both.

Because crafting is going to be a large part of the game, we have set some limits on how long things will take to grow in the garden for instance. Nothing should take more than fifteen minutes and when the server resets, everything will be instantly ready. We don’t want to frustrate our players or make them babysit the game waiting for things to finish. Certain areas of the game will have items the player can forage. The items will be refreshed when the player leaves that area and returns. And so it’s not all drag and drop mechanics, we hope to use different mini games to liven up the experience.

For instance, in sewing they could trace the pattern on the screen. For forging, there could be a slide bar mini game where they need to hit the mouse at a certain time. For cooking, they could take the ingredients and make sure each row of ingredients has the right number of them and possibly in the right order.

We want people to have fun and hopefully relax during the game. Farming and crafting and using the items that result to decorate their My Farm/My Stable can be very relaxing activities! Crafting is yet another way we want to give the players more control over their experience to enjoy the game they want to enjoy it without making it a grind or tedious and mind numbing.

Can You Hear Me Now? (Main UI)

Can You Hear Me Now? (Main UI)

Astranar is a rather magical place, so much so that cellphones from out of the country don’t work! When the player’s main character arrives at camp, they’re given a cellphone that is connected to Argentum’s cellphone network and works in the magical area. This cellphone is the main user interface for Mystic Riders.

The cellphone looks like your typical smart phone. And it has different icon apps that open up different functions in the game. In short, the cellphone is the game’s main menu. So, what features are in our main menu? A lot.

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(Rough Idea of Menu design)

One of the biggest functions of the cellphone is that it contains the game map. The player is going to need this map to be able to orient themselves around Astranar. The map will be a 3D style map they can zoom in and out of, and hopefully, will have a road map overlay. There should be marked locations where there are important NPCs, train stations, and shops and restaurants, etc. As the player explores more of the map, fog will lift on the 3D map for them.

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(The Map While Riding Around; Not Full Screen)

The menu also has the Quest Log Book. Here the player can bring up the quests available to them, select which ones they want to do (markers will appear on the map) and the gold calculator will tell them how many coins they’ll earn from doing those quests. (Always helpful if you need to buy something.)

The player can also access their inventory. The player has two saddlebags on their horse. One saddlebag is for their pet, and the other saddlebag is for their inventory. They can keep everything from feed, to different crafting kits, to their brush, pick, and foldable shovel. (Becca note: yes, the second saddle bag is a Tardis (referencing an old meme). No, I don’t care.)

There will be the character menu and the horse menu. These open up interfaces that show the character or horse and what they are wearing. These menus also keep track of the player’s level, care status, currency, and statistics. The player can look at their skill menu, track their achievements in the achievement sticker book, and see how each group in the game feels about them with the reputation tab.

They also will have a friends menu to invite and manage their friends. There will be a club management section if they are part of or run a riding club. They can keep track of their competition results in another menu. They can take pictures with the in-game camera, open the chat function, or send private messages in the in-game email. Lastly, they can access their game settings or get their questions answered in the game help with a report function to message customer support.

If there is an in game radio, the player should be able to access and control what channel they want to listen to through the phone. Channels might include things like orchestral epic soundtrack music, Rose Neptuna’s channel, or channels dedicated to her rivals like Hi-Fidelity (or even an Astranar’s Top 40 that’s a mix of them all? Future thought to chew on).

The player would have the options of being able to customize the phone wallpaper background with game art pictures or pictures from they’ve taken on their in-game camera and to be able to customize the phone case with in-game patterns and colors.

We hope that this style of user interface will be easy to understand and flexible enough that things can be added to it with little trouble if needed. (Maybe we need a game news function for updates, or a section for the game credits.) There are a lot of things going on in an MMO and the in-game phone is the hub for a great deal of it without cluttering the player’s view of the game itself!

Women in Media: The Power of Perception

Women in Media: The Power of Perception

(This blog post was originally posted July 31st, 2017 on Ginny O.’s blog.)

Wonder Woman is a success! Doctor Who is a woman!

And there are certain segments of the population that still aren’t happy. Wonder Woman wasn’t buff enough! Doctor Who isn’t a woman of color. Instead of celebrating that a female led superhero movie is inspiring little girls everywhere and making huge amounts of cash at the box office or celebrating after 12 incarnations of white men, the thirteenth Doctor will be female! These are things to be celebrated. It means, we hope, that the fact that 50% of humanity is female and we want our stories to be shown is making an impact on the minds of folks in media. That women can be just as successful as men as action heroes and leading roles.

There still is a long way to go. Women are still hypersexualized more often than not. They are held to higher standards than men. They’re still regulated to roles that are more stereotypically considered female instead of leadership positions. It is still a step forward. And I don’t think that step should be trashed for not being big enough.

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Why Representation (Still) Matters

Why Representation (Still) Matters

A couple of weeks ago, a member of my DnD group made comments about video game characters. I’m paraphrasing to cut the cussing, but he basically said that he doesn’t care and it doesn’t matter what sexuality characters are or gender identity. He just wants solid, fun characters to play with and play against. I’m not going to explain any more of the situation, but I will leave the thoughts that his comment stirred up for me, because I feel like they are important thoughts for our future audience to know about our mindset for creating this game.

We all want solid, fun characters to play as and play off of in our game. No arguments there. The problem is, anyone who is part of the LGBTQA+ community, or even someone who isn’t but is a girl, has to fight for equal representation. Not just representation–because then you can argue that we are there. There’s female options in Overwatch, in World of Warcraft, in Pokemon. The problem is, they aren’t equal to the male characters. It’s why arguments that we don’t still need to push representation drives me nuts. Yes, it’s better–I can play as a girl when I make a Pokemon run. No, I’m still not satisfied because where is my Zelda equivalent of Link? Why are there still more than 75% of the fleshed out characters being male and most of the remaining females don’t have as much dialogue or action?

Most women don’t pass what I call the 50/66 rule. What’s the 50/66 rule? It means that 50% of the dialogue and actions in the game–not bios, not in guides, but in the actual game–belong to a female character. The 66 part of the rule is 66% of the character’s skin has to be covered, minimum, and they have to still be dressed practical for what they are. For example, I don’t expect bards to be dressed from head to toe in armor, but I don’t want them to be naked or effectively dressed in underwear and scarves (if that) either. I do expect my knight to wear real armor, not chain mail bikini’s by any other name or literal breast plates. True fact, there isn’t a single GOOD dollmaker out there that lets you create a female knight that doesn’t ruin the armor to do it. NOT ONE. (I’ve looked. If you have one, feel free to share!!!) And those are simple flash dollmakers, much less a more serious game.

Aside from a few exceptions, LGBTQA+ content is over fetishized or just not there. If it is there, it’s mentioned in a character bio and that’s about it. A lot of the reason why the Dragon Age games and the new Fire Emblem game are being cheered as hard as they are is because they reach to so many normally ignored demographics, and while other games are picking up on this trend, it’s an uphill battle. (I will say that this is getting better faster than the issue with female characters, but again, we still have a long way to go, so I don’t want either to stop or get more focus than the others.)

The only thing this person didn’t bring up is race, but even there, I wish there was more variety to the characters. I don’t want to see American interpretations of Eastern cultures, I want to see people authentic to those cultures create those characters, to actually show us what they see. I want the ratios to be closer to what they actually are in the world. I want exposure to the real culture, the real way things are done, not the way that is portrayed in cartoons or the occasional art film.

So how is Mystic Riders any different? We do try to include a wide variety of countries for background, with a heavier focus on Europe only because that is the country we start with. Why? Because that’s where Ginny and I have the background. Will we stay there? Ohhh no. We have plans. But we want the people to have joined us who have the real, in-depth knowledge we can never have before we carry out those plans. Do we make representation the center most core of the game? No, because then it does what I was rallying against earlier–it makes it done just for representation’s sake, meaning it’s superficial and frequently not as enriching and engaging as I want.

But what I really want people to take away from this post is representation still matters. We still need to fight for those good, solid characters who are female, who are gay, who are trans, who are from another culture than American, and every combination in between. Trying to deride a game for working on that as well as bolstering the strong story hooks isn’t being an activist, it’s you actually trying to erase the small steps have been taken, when we need to be working on taking bigger ones.

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!

MMOs a (Female) Gamer’s Perspective Pt. 2

MMOs a (Female) Gamer’s Perspective Pt. 2

(This post was originally post on Ginny O’s blog on March 22, 2018. All thoughts in this post are Ginny’s opinion.)

tumblr_pm2fzvRXrc1uokf2mo1_1280Last week, I discussed four of my priorities as a female gamer. And there ended up being eight of them and the post got out of hand. So, I handily was able to cut it in the middle. Last week I said that when it came to MMOrpg style games, my first four priorities were story, world building, customization (oh pretty!) and a simple user interface. The rest of these don’t have a weighted importance and are more considerations that I take into my gaming experience equally.

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MMOs a (Female) Player’s Perspective Pt. 1

MMOs a (Female) Player’s Perspective Pt. 1

(This post was originally posted on Ginny O.’s blog on March 15, 2018. All thoughts in this post are Ginny’s opinion.)

kurtzperson1One of my favorite game genres to play is the Massive Multiplayer Online preferably RPG or Role Playing Game. There is something about being able to run about in a huge (aka massive) world as a three dimensional character effecting the outcome of the story. (And flinging about magic, I won’t deny it.) It’s probably the same reason why my other favorite genre is the platformer. Games like Ratchet and Clank, Sly Cooper, Jak and Daxter and I-Ninja put the main character as the focus of the game. Their hero journey is as important as the game’s overall story.

And apparently so do a lot of other people, as games such as World of Warcraft, Guild Wars 2 and Wizards 101 have large player populations all over the world. There is something about completing quests, learning new skills and defeating bad guys that is extremely satisfying to many people. There is a science behind this and to an extent that science is why so many people get addicted to these types of games.

So, what keeps the players of these games playing (beyond the scientific feelings of validation as tasks are completed and numbers go up?) What makes up a good MMOrpg? The following reasons are my own opinion. Others opinions may vary, but these are the opinions that keep paying for and playing a game.

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