Player Versus Player

Player Versus Player

The main thrust of Mystic Riders is a story driven single player versus environment experience. However, we aren’t against having Player Versus Player mechanics in our game as long as they don’t interfere or impede the story. Players can always experience the story together in groups.

But, we’re also willing to consider actual competitive style gameplay. This would be completely optional and wouldn’t tie to player leveling in any way. Player versus player in a mounted MMO is restricted to different types of racing.

Player versus player game play brings out some of the most competitive players and the players who are more apt to grief other players. These are the players who are more apt to try and break the game in order to gain a slight advantage and win a digital “prize” in order to be number one on the board. This type of play would have to be taken into account in the game mechanics so all players who can participate in PvP have a solid chance of winning if they have the right equipment and gear.

This is a game where you have to earn your way by playing story quests. Races, championships, skills and good gear are unlocked by playing quests and earning levels. A player can’t just play through the demo, buy the game, and go buy the ‘best horse’ in the game and the ‘best gear.’ That’s not going to work. There just won’t be one ‘best horse’ because different horses are better at different things. They won’t be just a fastest horse, there will be the most disciplined horse, the most agile horse. There may be an ‘all around’ horse but that horse won’t be the one that is the ‘fastest.’ Players must play quests in order to unlock districts, unlock horses, unlock races and championships and higher level of gear. They have to earn their way through the game. In order to run a championship race, they have to be a ‘champion’ of the competition in that district.

The players can form groups and participate in races together in competition races. This can give the player practice. Neither the player nor the horse gain experience for these races and they are purely for fun and placement on the leader boards. Competition races can be run as many times as the player and group likes.

Once the players have gone through the story racing section of their district and earned the title of “champion,” they can compete in Champion events.

Championship races are PvP races that can only be raced by those who have completed the story racing track that leads them to winning the district’s top prize. Thus, these are extremely difficult races that are for higher level players that have at least completed one district’s story. Every time a player completes another district’s racing story line, they gain another championship to compete in. All championships would be sorted out by player level. That way a low level 5 player wouldn’t be put up against a higher level 20 player with no chance of winning.

If a player wins the Championship and beats their own best score, they’ll receive a small monetary prize.

Or the players can form more formal groups called Clubs.

In order for the Clubs to have a purpose in the game, the Clubs could be divided into different categories or “divisions” by size. Division 4 could be 2 to 5 member clubs, Division 3, 6 to 10, Division 2, 11 to 20, Division 1, 21 to 30 or something like that. (I am not sure of the top membership number of clubs, it’s going to depend on player counts and the ability for the servers to handle them.) Where if anyone in the club participates (and there should be a minimum number of people who are required to participate per show) they get a point to put towards the Club “pot” worth of points. And if anyone in their Club places in the events of the show, they get a LOT of points to go towards the pot, the higher you place, the more points, and the Club with the biggest “pot” of points wins a cup to display in their clubhouse.

There would be several different events, leading your horse in a circle, show jumping, dressage, very formal things. Only one person can participate in one event. Each event has to have a new person so you have to strategize on who participates on who is the ‘best’ at each event or has the best gear. The more people the club has, the events the clubs have. Events of Clubs that only have 2 to 5 people, have 2 events, but a club with say 50 people, would have 10 events to participate in. Events are individual competitions.

Depending on how many divisions there are, and the upper limit of Club membership, will depend on how often these Club Shows Championships would be run, daily, hourly or weekly.

Leaderboards for all championships and races would be reset on a regular basis. Hopefully these limitations and restrictions will keep the PvP fair for all players and still make it fun and enjoyable to socialize.

Breed Spotlight: Persano

Breed Spotlight: Persano

Persano

Another cousin to the Andalusians and Arabians, the Persano is a tricky horse to find information on! This Italian horse is considered critical in terms of how many are still in existence, which helps that make at least a little sense. (The rest is pure laziness by people going, “It’s effectively an Anglo-Arabian.”) This is an extra breed, so you will have to pay real-world funds in order to add it to your stable.

Because most compare it to the Anglo-Arabian, that’s the best knowledge we have for build. The bases of the breed were Andalusians, Arabians, Turkomans, and Mecklenburgers, which makes the Akhal-Teke another (though distant) cousin. They would be described as a less refined version of an Arabian, with a less dishy-look to the face. They would also be a bit taller, since most Anglo-Arabians are English Thoroughbred crosses. A cavalry horse even to this day, the Persano is noted as one of the few breeds able to survive the conditions of the Russian steppe, suggesting the breed is touch and capable of handling different climates.

Persano 2

The Persano was the primary mount used for the last successful cavalry charge in history, between Italy and Russia in 1942. After the second world war, only fifty horses remained within the government, though others remained with private owners. They are still utilized as cavalry horses within Italy, and an association is maintained for the breed. Its military history makes it well suited for the dressage ring while the breed’s endurance means it can handle the differing climates of Emerald with ease.

Persano 1

Breed Characteristics:
Persano are found in limited solid colors, such as bay, grey, chestnut (red coat with red mane), black, brown, and sorrel (red coat with blonde mane, again for our purposes, see above). No markings are prohibited.

Starting Stats: *
Speed:                    3                                              Discipline:        4
Endurance:         4                                               Agility:              3
Strength:             3

* Note, these numbers aren’t set in stone. They are Becca’s way of trying to reduce her knowledge/research of breeds and their particular skills and traits into numbers so when animators and programmers have to look at these horses, they can go, “Oh, this horse can’t turn worth beans but this one can on a dime, noted!”

Next week, we’ll take a small break from horse breeds and focus on our other furry friends. (Well, sometimes furry, some have feathers, you get the gist.)

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 you might have to own a specific type of horse in order to move the tree that blocking the path. (That is if you 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. You 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. You can use magic to grow plants and make a ‘natural bridge.’ You 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.