You Are In Charge: Parental Control System

You Are In Charge: Parental Control System

MMOs have a well-deserved reputation for being addictive. Here at Mystic Riders, we want to make sure that the players and their parents can agree on how much time they can play in the game and give parents a feeling there is a measure of safety they have control over. Thus, we’re giving them parental controls.

The parental control menu will be part of the games loading area where the player chooses which character they’re going to use for their session. Off to one side outside of an office would be Billie, the camp director, with her clipboard. She and the office door would be the interface for parental controls.

The parental control menu has its own password and Billie will give password advice, like it not being a common password the kids know or something like your birthday.

There are at least three very important controls the parents can implement.

First off, if their child has stated they are under the age of 13, the parent can choose whether or not to turn on chat for their child. If the parent chooses not to turn on chat, the child will be limited to a set number of emotes and a list of commonly asked questions to get help.

Players should be able to get help in playing the game from the game help manual in the phone of the user interface. If they can’t find what they need to know there, then the help manual needs to be rewritten.

The parents can also control how long their children can play the game before they’re kicked off the servers. We desire that Mystic Riders have a system where the game story is set out over half an hour to forty-five minute bites. This would give the player enough time to do chores, maybe run a few races, and advance the plot. The parent would be able to turn on and off or decide if their child can play an hour, two hours or unlimited number of hours should they want to spend more time racing or crafting.

Kids can be overloaded with after school activities, homework, and chores. Setting a time limit for how long they can play the game leaves time for these activities and visiting with their real life friends.

This also gives the option of the players having to choose what type of content they want to do for the day and making the content available last longer. If the player wants to spend their hour crafting or leveling their horse, then that adds an extra day of content where they aren’t progressing the story.

There is a “stay the night” function in the game. This function allows players to spend real money currency (credits) to advance the game’s story by another day if they finish that days story. If the parent has the ‘can only play 1 hour’ selected, this function will be automatically turned off. Otherwise, the parent can choose whether or not they want to opt-in to this function. (All functions that require real world money, should be opt-in, not opt-out.)

Lastly, and almost in correlation with the chat function, parents can choose whether or not their children can accept friend/group invites and join clubs. These will be separate check boxes. We know that some parents will simply desire to have their children be able to play the game without fear of social pressuring or bullying. Letting them choose to turn off these functions so the game in essence becomes a single player game is an option we want to give them.

We hope having these parental control functions will make parents feel easier about having their pre-teens and teens be part of an MMO that will no doubt draw all age groups.

Target Audience: For the Parents

Target Audience: For the Parents

With so many games out there from so many studios on mobile, PC, and consoles, it can be really tough knowing what games are suitable for your children, especially if you haven’t played them for yourself. We, the devs, of Mystic Riders want to be transparent about who our game is for and that we’re doing everything we can to both provide a great game experience while protecting the children and young adults who play the game.

First, age. We are specifically writing for the twelve and up set in terms of content. From issues they face to the genre tropes they adore, we are writing with them in mind and what they will enjoy, though some of us also indulge our inner twelve-year-old a lot, so it balances out (Becca has a habit of binge watching PreCure. It’s bad). That all being said, we are also keeping common fears and phobias out of the game such as spiders, darkness, etc., and there will be censoring (and moderators watching for back door maneuvers) of any swearing or inappropriate subject matter, so younger children may be inclined to play.

Safety is our highest priority.

We definitely want you, the parents to be aware of this age-bracket, and we want to have a solid relationship with you. That’s why we have taken a lot of care with figuring out our parental controls. But we are hoping for some consideration in return. While we won’t be any worse than the old Sailor Moon dubs that many of us grew up with, we still aren’t responsible if the subject matter isn’t what you want your child to be learning, and in fact we will be quite vocal about our game aiming for 10+ children at minimum. Some of the mini-game mechanics and plot points might be of higher difficulty than a younger player can play through on their own, so if parents of younger children let them play, they need to be aware that their child might need help for them to advance the game.

So besides age, who else are we targeting? We are aiming for girl players, thus why the Main Character is a female-only option. There is a distinct lack of games that target girl gamers, even now, for a real gaming experience. Most games fall under boy-centric or gender neutral in terms of tone. What few girl games there are tend to fall into gendered “safe” types, so basically makeovers, fashion, and playing house like cooking and home decorating. There isn’t much investment in other types of games because girl gamers are seen as a group who don’t spend money, which creates a chicken-or-the-egg problem. Girls don’t spend money on games because there aren’t any good games for them, so no one makes a good game deliberately for girls.

As for the other two types, well. Some of the male games are tolerable, but if you try and play them, you run into toxic communities that can drive a girl away from gaming for life. Gender neutral games are puzzles or some adventure games, with a few specific genres that are trying to branch away from their original male demographic, but even some of those that tout having female players are designed almost purely for the male gaze aesthetically. We want visuals that are appropriate for pre-teen and early teens without sexualizing their main characters (and therefore adding a certain unwelcome element of online gaming). We are hoping to create a safe environment that encourages them to enjoy video games and the type of community an MMORPG can create.

Finally, what type of gamer are we looking for and is that your child? We want explorers, creators, and any who would appreciate a good story. Mystic Riders was approached from a unique standpoint in the gaming industry—it was built narrative first! (Okay, loosely, and then we figured out what all we wanted in there and the branding. We still aren’t building levels before we know what is even happening in those levels.) There is an emphasis on customizing, exploring a large, open world, and allowing different levels of cooperation based on personal comfort. Some people aren’t happy unless their riding club has over a thousand members, some people don’t want anything to do with clubs, thank you. We try to appeal to both.

Where cooperation really isn’t optional is with the horses. Our type of player loves horses and wants to interact with them in several different ways and with their favorite breeds. We want to meet that need…as much as is reasonable. We understand that your wallet isn’t always open. We need money to sustain and expand the game. At the same time, if the game price is too high then it drives the exact players we want away from playing. That’s why we have set limits on number of horses and the prices of (very limited) micro-transactions. (We’d love to do away with them entirely but aren’t sure if we can or not.)

We have even made it a priority in our game that everything that the player needs to have an enjoyable experience can be earned in the game through quests. (Yes, there are quests the player can play once to earn the type of credits needed to purchase one draft horse and one pony, if maybe not the specific breed or color that they desire.) On top of that, we have limited the number of breeds of horses in our games.

Some breeds are so similar to others, or effectively are the same breed outside of some specific color patterns, that they aren’t going to have separate listings. (Becca has a story about a horse whose grandfather was a leopard Appaloosa, father was an American Paint/Thoroughbred, and then the poor stallion couldn’t get registered as anything but a Thoroughbred.) But if you want an American Paint horse, you can certainly get an American Quarter Horse and customize the coat!

Becca and Ginny are also putting their foot down as far as some elements of horsemanship are concerned. Not to be mean or to make their job easier, but because they require years of experience to do properly and, more importantly, safely. The player character is set up by the story to be only a few steps above novice in knowledge and skills with horses. We’re too honest.

If you or your child don’t exactly fit this target market, does that mean you won’t enjoy the game? Considering Becca and Ginny both have whined about wanting to play the game rather than just make it, it’s pretty safe to assume no. But like with book genres, by knowing who a game was intended for, you can go in with a clear understanding of expectations and not be disappointed.

What is Mystic Riders MMO?

What is Mystic Riders MMO?

Who do you want to be when you grow up? A jockey, a police officer, a fashion model? What can you do in your wildest dreams? Do you want to fly, read minds, create illusions, and draw power from the elements themselves? Or do you want to explore the vacuums of space, the nightmares of others, and use the darker powers of Nature?

In Mystic Riders, the choice is up to the player for their character’s fate.

Set on the continent of Argentum, the main character (MC), is visiting the country of Astranar for the summer. Famous for their music and equestrianism, the MC is one of several recruits offered a chance to train at the riding camps scattered throughout the countryside. The reward for all this hard work is extremely valuable—a full scholarship to the country’s academy. The Royal Riding Academy is one of the most elite boarding schools in the world.

Astranar is more than just a haven for horse lovers. Magic is tied to the MC and to these lands. The MC will have to learn how to use their magic, choose a side. While magic is supposed to be in harmony, the light and the shadow aspects have gotten jarringly out of tune. To bring them back together, the MC will have to shed light on ancient secrets.

There’s also fun to be had along the way! Meet new friends (on either side of the feud) and explore the varied lands of Astranar. Find hidden treasures, lost adventurers, and maybe even a pop star! Your MC’s appearance is highly customizable, including a variety of skin tones, body shapes, and hair/eye color. There are a variety of horses to ride, different styles of riding, gear and clothes, and not to mention all the food. You can also build and customize your own farm and stable.

Plus there is a mysterious boy who seems tied to the MC…

An urban fantasy MMORPG, Mystic Riders is a non-combative, PvsE play game, with optional elements of cooperation and competition between players. Players have a high level of choice in the game, with two possible endings and eight ways to get there. Crafting and customization is encouraged, and cooperation is the name of the game – the only best that matters is your best.

The player is often face with ethical dilemmas and choice. These are challenges designed to immolate the fears, responsibilities, and excitement of growing up. From choosing sides, helping or not, and even making tentative steps towards a career, the player will transition from childhood to the world of a young adult. Not only that, but there are mechanics built into the game that can help encourage the player to find a healthy work-fun-life balance.