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 you can use stats and gear to identify as your main class, a.k.a. what kind of rider you are and where you put your skill focuses like a fighter picking strength and fighter feats and a rogue focusing on dexterity and ways to be sneaky, a profession lets you add an additional level of flavor (and lets you do something with all those reputation points you 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, or pole bending. All that matters is a competitive spirit and a horse is involved. If you take this profession, you will always be on the look out for the best gear, the best horses, and the next race. The mentor you’ll 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 you 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 your dancing, singing, and other skills throughout Astranar, as long as you seek 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 your own mentors (whether Light or Shadow) have a camp idol group that you can help. For all of this, the person you’ll 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 your goods depending on your fancy. There are even rare plants and animals to be found in the Mirror World, giving you a wild new world to explore! Regardless of your focus, Len is the girl to seek out in Emerald if this floats your fancy. She’s always interested in a cause for the environment, and she even has a bonsai tree that she’ll show you if you promise to be careful.

Spa Owner

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With avatars this customizable, you know someone is going to want to be a makeover queen. Well, do we have the profession for you. Spa owners take the hair, nails, and other physical customizing to a whole new level. If you love playing with hair and make-up, you’re 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. Your 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 you prefer your decorating to the rooms, whelp, we have you covered there 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 you could always learn how to make your custom furniture yourself 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 your 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 you want 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 you may have to deal with everything ending up on her vlog, she’s full of great places to start your 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 you want to specialize in, there’s bound to be someone who can offer you 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.

Making Unconventional Fantasy Sound Less Redundant…

Making Unconventional Fantasy Sound Less Redundant…

Some of the pillars of Mystic Riders are obvious in what they mean. Some of them… Not so much. So while we won’t be delving into every single one and what they mean, we will flesh them out if there are any lingering questions. For example, Ginny was curious about my pillar, which was Unconventional Fantasy. (Which I find ironic because I think it was her who started it, but I digress.) So today, we’re going to talk about some of the fantasy elements of Astranar more in-depth, and why they would be considered unconventional versus other elements.

The first thing that pops into my mind is our magic itself. Now, having schools of magic isn’t original–it’s downright any tabletop RP. Having those schools break down by element also isn’t original, that’s Pokémon level shenanigans, even within another game system. Dungeons and Dragons does this, and it even reflects our shadow system of magic which is more concept rather than elemental based.  But where things start to go differently is how our colors correlate to the elements. When we decided to use music as a core influence for the game, we had to figure out how to sort the magic in the very early stages of development, and Ginny has the crazy idea to use solfege–Do, Re, Mi, Fa, and so on. She has charts and medieval texts that not only assigned solfege colors, but it also assigned them elements! It was perfect, it was destiny, it was…

…Not widely accepted when I mentioned it to a couple of my friends. You see, solfege isn’t based the same as our modern, color coding tropes. Water isn’t blue, for example, it’s orange. Fire is represented by yellow, not red which is actually represented by earth. (You know, I’m from Oklahoma, red and earth being related makes perfect sense to me, but I digress into bad puns.) One guy told us he didn’t understand why we were doing it that way, and shouldn’t we just do the standard arrangement? That worried me. I immediately put on the brakes and put on my Capricorn hat to fret about the details. Were we going too far? Would people get it, even if we explained? Should we go with the safer concept and just fudge solfege so that it would match convention?

Ginny and I were in opposite camps on this discussion to start with. I had on my writer-hat, don’t ostracize and confuse your readers. If that means playing to tropes that means playing to tropes, because if your book is too confusing and has negative reviews, it’s going to not have great sell numbers. Games are made or broken by their sell numbers. Ginny had her designer hat on. There, innovation is the name of the game, and doing something within lines while coloring outside of them at the same time is totally acceptable. But that’s why, even though we share a brain, we have to stay communicating with each other so we can reach mutual decisions. Usually one of us is less invested in the other, but talking about it at least makes us think of all the possible outcomes and scenarios, so we can possibly edit the idea or grow it into something even better.

In the end, Ginny and I decided that we were going to stick by our medieval nerd research. The only fudging we had to do was play around with indigo/violet and turn one of those into pink for the sake of one of our mentors, but even that was pretty minor. Why? Because why be like every other game? There’s a point towards the familiar, I’ll give you that, but if you are just like every other game, then what is the point of playing? I would be endlessly amused by players forgetting Water is Orange and accidentally casting Space magic. It’ll cause some hysterical moments. And if you do what everyone else does, those moments are lost. There isn’t anything new and players can just rely on their lizard brains to get through the game.

Sometimes we do go down the road of the expected. We have unicorns, and we have pegasi. But sometimes we go astonishingly literal (there’s a story about me going on a D&D rant and Ginny just running with part of it to create a creature for the game), and that in itself is unconventional because we take it farther than most people do. By pushing some of the boundaries and boxes that people have put around fantasy, we are reminding them about the fun that was had back before we had rules. While our market isn’t nearly as tapped as it could be, they are playing other demo’s sandboxes as it were, and so we want to engage them in new and interesting ways, as well as meeting what all that they want in a game.

I will put a rope around the outside of the box though to sort of corral things, keeping them within limits. There has to be a reason for what is and isn’t included in the game, otherwise it’s a waste of the programmers’ time and it’s a waste of the player’s to have to find it or go around it. So as cute as candy dragons might be, there isn’t really a reason to include them. (I say that, watch Ginny find a way to include them in a holiday somewhere.) It’ll also keep our magic from taking things (sometimes literally) off the rails, since spells and magical animals are tied so deeply to the story in Mystic Riders. Just this week, we finished hashing out how much of each school there is going to be. What were the decisions? That’s another blog post. See you next week!

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.