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 your 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 you first start sewing for example, you’ll be learning to make curtains and pillowcases, but when you become more advanced, you 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 you learn to hike, you can learn orienteering and eventually go onto geocaching and archaeology. Running leads to the skills of yoga, dance, and fencing or martial arts. Once you learn to swim, you can learn to row a boat. After you learn to garden, you 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 you learn to cook, you can learn to bake, make candy, and brew things such as potions, lotions, and perfumes.

After you learn to sew square things, you can learn to make clothes, and then advanced more tailored clothes and knitting. In leather crafts, first you make belts, handbags, and shoes, and then you can learn to make bridles and saddles. In woodcrafts, you first learn to make paper items, and things such as picture frames. Then you can learn to make furniture and musical instruments. In ceramics, first you learn poured ceramics (like plaster) and slab style ceramics, and then you can learn the pottery wheel, and eventually go onto glass making. In metal crafts, you 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 you want to take part in a certain profession in the game and get the special items, you’re going to need skill and reputation with the groups related to that profession. The more work you put into your skills, the bigger and better your farm and stable can become. If you want better horse shoes, it’s going to be much cheaper to learn to forge your own than to buy them. And there are certain items you can only make if you’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 you could trace the pattern on the screen. For forging, there could be a slide bar mini game where you need to hit the mouse at a certain time. For cooking, you 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 your 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.

Professions, the Game Mechanic!

Professions, the Game Mechanic!

In Mystic Riders, we have to include professions as part of the game. They’re fairly standard in MMOs. In most combat MMOs, professions are the system that determines what weapons you can wield and what spells you can cast. They are things like Knight, Ranger, Mage, Monk and every type of variation of there-of you can think of. (My favorites tend to be the ones where I can populate the battle field by summoning up dead things or ghosts!) However, Mystic Riders isn’t a combat game. So, why should we have professions at all?

Because story.

The story and the focus of Mystic Riders is about the player’s journey through their teen years and growing up. Part of growing up is the ability to put on different styles and personalities like they’re hats and, yes, trying out different jobs to see if they are something that fits your talents to make into a career.

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So, obviously, our professions in Mystic Riders are a little different. Outside of not being combat oriented, they work together with the different crafting and farming skills the player can learn in the game. We went over them in general in this post. The professions are jockey, farmer/gardener, archaeologist, fashion stylist, interior decorator, entertainer, chef, and spa owner.

Each of these professions will give the player the ability to customize their game, earn some in game cash, and give them access to items, gear, and equipment that are exclusive to that profession either in stores or making them by hand. (You want the really good cooking tools, become a chef.) These professions can also give them outlets for creating fan content for their social media like Instagram and YouTube. (I foresee interior designer, spa owner, entertainer, and fashion stylist being big social media hits.) And there are professions for those who simply want to get through the story as fast as possible (farmer, jockey) or on the other extreme have to know every bit of lore (archaeologist).

During the story of the Diamond District when the player arrives at the Royal Riding Academy, they will be prompted to start thinking about their future and be able to learn about the different professions from their original district’s mentor. From there, they’ll be directed to the appropriate mentor of that profession who will send them on quests to meet experts who will send them on more quests to teach them the skills and give them the tools to hone their crafting abilities.

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Like in the training week tutorial, the player should be allowed to try a basic quest of each profession offered once before they decide on what they want to be for this specific play through.

Remember, the more you craft, the better and faster you get at it and the more difficult things you can make.

This may, or may not, encourage the player to play through the district story of their profession’s mentor. Each district they unlock allows the player to learn different crafting and professional skills. (Until they’ve unlocked them all.) If they haven’t learned the core skills to the profession that they want to pursue, the mentor can gently suggest they take up a certain skill or craft. The professions allow the player to go beyond basic skills and earn those elite items.

Professions help us have a use for all those crafting and farming items we’re putting in the game too. And more chances for the players to use our proposed and hopefully fun mini-games.

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With having professions in the game, we can add prestige professions later that can expand gameplay and build upon the mechanics of the mini-Games already in place and provide a more real life story progression as they go from apprentice to master of their craft.

Professions are one of the mechanics that makes the most use out of every level of the game’s design. From races, to areas of the map that only archaeologists can unlock, to mini-games and set pieces that are designed to appeal to social media and story subplots that give the players yet again another way to choose their own adventure. Professions are part of the way of making the game a rich, dynamic, and replayable experience.

Mystic Riders: The Proposed MMORPG

Mystic Riders: The Proposed MMORPG

There are certain features in MMORPGs that are considered standard and no longer optional (unlike back in 2006). If you want your MMO to be a full AAA type product, you can’t skip on these features. It’s more than having a full story (and in a combat MMO it’s having a good combat and PvP system). So, here in brief are some of the features we want Mystic Riders to have.

A Mount System.

Mystic Riders is a horse themed MMO focused on story. We have to have mounts for our players. These will be horses based upon real world horses, and horses that are completely magical! We want the horses to come in three types: ponies, regular warmbloods, and draft horses. The horses would come in different coat colors and each breed would have their own set of basic statistics based upon what their breed is well known for doing because we have skill system.

The Skill System.

The Skill System as it pertains to horses is the type of rider your player character can be. There are four horse based skills that correspond with different racing type minigames. Your player can be a dressage rider, a western rider, a showjumper, or a jockey type. Or, they can balance their stats to be an all around rider. As they player gains levels they will get points to put towards skills and be able to customize their character and story.

There are also different skills that go with a crafting and farming system.

Crafting and Farming System

We want the players to have the ability to make and customize their own items in the game. Different items would have different stats and would be available for different seasons. (You don’t want to wear a summer blouse in the winter!) The player could use these items to decorate their house and some items would only be available to different factions or professions.

Housing System

In a housing system, or as we call it in Mystic Riders, My Farm/My Stable, the player has control over customizing and growing their own little farm area. They have a house, rooms inside the house dedicated to different types of crafts, and a stable to house their horses. The more they learn, the bigger their stable and house will be, the more animals and gardens they’ll have, and thus the more horses they can own.

Factions System

The players have to make a choice in the game, what type of magic are they using. Are they Light Riders or are they Shadow Riders? There are exclusive items, horses, and pets to each faction. And they can only learn the magic of light or shadow depending on which faction they choose.

Magic System

There are two types of magic in Astranar, Light Magic, the magic of the elements and thought itself, and Shadow Magic, the magic of decay, disease, and depression. (Death keeps out of this.) Once the player advances beyond basic magic in the tutorial, they can learn spells associated with their faction and depending on what area of Astranar they are in.

Professions System

Once the players reach the capital zone of the Diamond District, they can choose a job. These jobs come with extra quests and more items that they can buy, craft, or grow.

Reputation System

As the player goes through the story they will be given options on how to respond to the different quests. How they respond will affect the NPCs and their groups view of the player, thus earning them reputation. If they don’t earn enough reputation with a certain group to advance that story, they will be given ‘catch up’ type story quests to get enough to proceed.

Pets

In Mystic Riders, we want the players to be able to own one or more several cuddly pets. They can keep their extra pets at the My Farm.

Map

We have several plans for the map. We want our map to be a 3D style Google earth map with the options of having a Randy McNally style roadmap to go over it. That way the player can zoom in and zoom out of the map and be able to find directions to where they are going if it is hidden by ‘fog of war’ because they haven’t explored the area yet.

We also want to have free map travel from train junction points that once the player discovers them, they can travel between them instantly and for no in game money. These train stations are manned by the Station Master Cats. You may feed the kitty, pet the kitty, or take the train.

Riding Clubs

In the game, the players will be able to form their own riding clubs. In their riding clubs, they can have club gear and equipment, their own club house, and do club events as well as participating in club vs. club racing and eventing PvP.

Player Versus Player

PvP in Mystic Riders is completely optional. All group races and championship style events are up to the discretion of the player whether or not they want to participate. PvP can include races against your friends in groups. Or racing in large championships that you can only enter once you’ve beaten the racing story line of your area and are a “champion.”

Chat System

In the game there will be a chat system for players to be able to talk to each other. The Chat system will be locked for players under the age of thirteen. We hope to have a system in place where if you try to use a word that would be censored, it will turn red and you won’t be able to send the chat without changing the word. This will help with compliance with acts such as COPPA.

There is one system that we won’t be implementing into the game and that is an in game player economy. Players will be able to sell items to NPCs but they won’t be able to sell them to each other. As this is one of the  most tricky systems to work into a huge game, and is one of the most easily abused, we don’t want to get into it.

These are a good many of the different systems that we have hopes to implement in Mystic Riders MMO, along with our mini-games, in order to make it an enjoyable and fully realized gaming experience.