Gahbreeil
Scholar
I am an aspiring video game designer whom wanted to present to you a video game project, it is meant to be a new genre of video games. An MSRPG, the abbreviation stands for Massive Single-player Role-Playing Game. It is based on strategy video games in an isometric field of view. The player would control only one character whom governs buildings that he has bought or otherwise acquired and which he or she owns as well as personal belongings and a skill system. These three points of management would collide with an open sandbox world which the player may roam at will engaging in combat as well as conversations, looking as the player character would look and many other which will be explained as I continue.
In this sandbox all nonplayable characters would be the same as the player character and enjoy the same possibilities the player does to allow for a realistic depiction of a world by allowing the same choices and events to happen to all the characters within the video game.
To further describe the PCs and NPCs being identical, they would have portraits and use the same conversation system which I have coined as the gcs or generic conversation system. It would include eight options of proceeding within dialogue: People, Lore, Directions, Work, Friendship, Romance, Trade and Grouping.
These dialogue options are part of the eight pointed star system. The epss is continued this way, the first six lead into conversation and how many times this happens is limited only by the writers' will to expand the dialogue, these would be generic and written with a realistic world in mind. All of the unlimited dialogue options would be limited by the person the PC is talking to.
Trade would mean barter while grouping would mean forming groups to adventure or work together with other characters. These would be operated fully by the AI and the player would have no control over them nor be able to access their equipment outside of barter and control their skill progress. Knowledge of places and memory which is often depicted as a journal in video games would be, again, shared by the player and the non-playable characters within the video game. Memory of a character would affect the possible dialogue options as well as the character's actions and behaviour.
To create an examplary situation: the PC approaches a merchant at a stall in a marketplace. The epss comes up after choosing the conversation option, the player clicks on people and is allowed the eps which governs the type of person to be discussed and continues into a list of people to converse about a specific person. Facts out of memory would be presented based on the friendship factor between the PC and the NPC as well as the factor between the NPCs. Lore would function just the same as would directions and work. Friendship would be the same as romance, eight pointed stars leading into eight pointed stars without a need for any sort of list based on memories of the characters, friendship would be stored within memory same as love. Trade is selfexplanatory as a barter system in which some NPCs would not want to barter and instead trade for coin or goods of interest to the character only. Grouping is selfexplanatory as well.
Group conversations should exist and it would be possible for up to five people to converse at the same time learning topics simultaneously while only one character would be able to speak at a time. This leads into gossip as characters passing by characters speaking could overhear snippets of information. Friendship would be lessened if a character decided to listen without taking precautions not to be found out.
Friendship and romance would work based on a scale of minus two hundred against two hundred. Points earned and lost through actions, gossip and conversations.
Besides the gcs, the game offers a video game experience that would surely thrive in the sandbox as the player can decide whom his character is fully and without constrictions in an advancing time that allows for events based on the AI going about using it's memory, the gcs, and the other possibilities of the video game. Just the same as the NPCs.
Realism is key and so I have prepared a unique skill system by the name of SAEIS. Strength, Agility, Endurance, Intellect and Sense. The first four are self-explanatory while the fifth I will explain forthwith. Sense is a statistic governing all kinds of diplomatic, common sense as well as sanity based skills.
Sense is important as all people fighting monstrosities, bandits, enjoying mercenary work or even daily life where bad events might happen must remain relaxed. Stress leads to lesser efficiency in everything characters do. Sense would also affect dialogue as well as combat. Sleep, happiness and successes would mean lesser stress.
Experience would be based on how it was earned and so divided into subgroups. Hunting would award experience that the PC would be able to spend on SAE skills. Hauling hunted animals, skinning and pushing the body to it's limits by running or overworking for an example. This does not mean general experience would not be in the game.
Combat is a very important part of this sort of game and I have envisioned it this way: the left mouse button attacks the hostile target through an array of possible attacks.
For example slashing from the side opposite to the shield arm of the opponent, thrusting, perhaps a two-handed strike if a bastard weapon is used. The right mouse button is taken by possible interactions with a person, animal or monster, both dead and alive such as looking at, speaking to, thievery et cetera as of the project.
I would like to mention that fluidity of movements and the array of animations present is very important. Much would have to be done about the way characters walk, run and do things. For example walking through a crowd while stealing a coinpurse by pausing the game and using the interactions system which would mean the character following a character and nicking the purse away by skill check before being able to walk on in a realistic environment where characters touch because of the crowd mechanics. As well as climbing a building, crates, walking on a rooftop or running through a forest based on pathmaking as well as riding a horse or a wagon.
Workplaces, buildings as well crafting stations would include campsites that the PC and NPC can make wherever they want unless its inside a settlement. With the option of quickening time passage, work at the examplary blacksmith and by extension all other workplaces would be easy for the player to manage. One would simply choose the tasks he wants to perform by right clicking and go about finishing the task, in example, hammering a reddened blade for thirty minutes of ingame time, quicker, a five minute period. The game would run on a system of a twenty four hour day that lasts twelve or eight real life hours. This would mean fifteen minutes of real time hammering a blade, passing a skill check with each hammer usage in about two and a half minutes based on the twelve hour variant. In the end, the game might be too epic in scope and so an even shorter day is viable as well.
This would of course not appeal to the player as the game is still meant for him or her to enjoy heroics, mercenary work or thievery as the main corner stones of any Role-Playing game.
This video game would ommit a storyline in its 1.0 build as it would focus on the sandbox where all of the aforementioned happens. This will allow for the most immersive video game experience ever. As fantasy is, wild beasts, animals and monsters are common place. These would roam the world together with the NPC's whom would include bandits and thieves.
This will allow for countless adventures to be had without any particular storyline thanks to the generic conversation system which would allow questing based on real-time events. Countless add-ons which would include storylines and new locations into the game can and should be planned. These would follow the guideline of a main quest, side quests and companions, artifacts, unique weapons, armour and situations.
The occupations present would be limited to thirteen options: Mining, Tailoring, Construction, Blacksmithing, Leatherworking, Farming, Innkeeping, Hunting, Mercenary work, Land ownership, Thievery, Fishery and Herbalism.
The only occupation that needs further explanation is innkeeping. As no one would like for there to be too many inns they would be taken care of by unique places that can become ruins, be bought, et cetera or perhaps by unique places elligible for construction work.
Eating and drinking should have a seperate system within the game to govern the two to guarantee a realistic world where characters might die of hunger if not of thirst.
Perhaps only of thirst.
This would mean two bars hidden from the game screen, within the PC memory system which allow for tracking your hunger and thirst similiar to resting your daily endurance and healing your wounds.
The game would follow a young person in search of wealth, fame and adventure and can follow any route in the world designed by the team working upon the video game and I assure I would be able to help in the process of creating the storyline for the first addon.
To further describe the project and the game I will have to present a possible setting for the video game.
It is a world ruled by and created by sorcery. There is one omnipotent being to the entire world and it is the First Mind. The true Divine is unknown yet it is possible to achieve knowledge of it. There can be a plethora of deities worshipped in ignorance whether the setting is preferred to be one way or the other in monotheism or ignorant polytheism.
The setting can be changed by an industrial revolution in the equivalent of Earth's 14th century which would mean the appearance of trains, steam engines and revolvers as well as revolver rifles.
Divinity and Humanity are the two sides of the coin which rules the world, sorcery, and the First Mind is a noble and kind being which results in a high fantasy world.
Divinity would mean aspiring to ideals and nobility while Humanity would mean lesser interest in those as characters choose not to follow the omnipotent being's will in their lives.
Sorcery would work in this way: no limit in its usage except for time constraints. Similiar to a weilded sword. Sorcerers and sorceresess would be the most powerful characters and generally very safe.
Incantations of sorcery would be based on thought and all hands movements or vocal components would be ceremonial.
I do hope I have avoided copyright infringements.
If not at least for my personal WIP setting which I am creating for my fantasy book. I mention this to underline that I am capable of designing storylines.
I do not wish to sell the project, I am merely interested in working for or together with the company on it or any other video game.
I am able to explain anything I might have omitted and would be interested in doing so.
As the last point of my letter I would like to assure whomever might be reading my letter that the game can be made as long as it is retro. This will allow for the game to run even on older computers and the animations would push through and make the game interesting and fluid to witness for the players who might be interested in the MSRPG. Or the Real Time Strategy Simulation Game. Remember dialogue trees? They are copyrighted.
Sincerely,
Gahbreeil
In this sandbox all nonplayable characters would be the same as the player character and enjoy the same possibilities the player does to allow for a realistic depiction of a world by allowing the same choices and events to happen to all the characters within the video game.
To further describe the PCs and NPCs being identical, they would have portraits and use the same conversation system which I have coined as the gcs or generic conversation system. It would include eight options of proceeding within dialogue: People, Lore, Directions, Work, Friendship, Romance, Trade and Grouping.
These dialogue options are part of the eight pointed star system. The epss is continued this way, the first six lead into conversation and how many times this happens is limited only by the writers' will to expand the dialogue, these would be generic and written with a realistic world in mind. All of the unlimited dialogue options would be limited by the person the PC is talking to.
Trade would mean barter while grouping would mean forming groups to adventure or work together with other characters. These would be operated fully by the AI and the player would have no control over them nor be able to access their equipment outside of barter and control their skill progress. Knowledge of places and memory which is often depicted as a journal in video games would be, again, shared by the player and the non-playable characters within the video game. Memory of a character would affect the possible dialogue options as well as the character's actions and behaviour.
To create an examplary situation: the PC approaches a merchant at a stall in a marketplace. The epss comes up after choosing the conversation option, the player clicks on people and is allowed the eps which governs the type of person to be discussed and continues into a list of people to converse about a specific person. Facts out of memory would be presented based on the friendship factor between the PC and the NPC as well as the factor between the NPCs. Lore would function just the same as would directions and work. Friendship would be the same as romance, eight pointed stars leading into eight pointed stars without a need for any sort of list based on memories of the characters, friendship would be stored within memory same as love. Trade is selfexplanatory as a barter system in which some NPCs would not want to barter and instead trade for coin or goods of interest to the character only. Grouping is selfexplanatory as well.
Group conversations should exist and it would be possible for up to five people to converse at the same time learning topics simultaneously while only one character would be able to speak at a time. This leads into gossip as characters passing by characters speaking could overhear snippets of information. Friendship would be lessened if a character decided to listen without taking precautions not to be found out.
Friendship and romance would work based on a scale of minus two hundred against two hundred. Points earned and lost through actions, gossip and conversations.
Besides the gcs, the game offers a video game experience that would surely thrive in the sandbox as the player can decide whom his character is fully and without constrictions in an advancing time that allows for events based on the AI going about using it's memory, the gcs, and the other possibilities of the video game. Just the same as the NPCs.
Realism is key and so I have prepared a unique skill system by the name of SAEIS. Strength, Agility, Endurance, Intellect and Sense. The first four are self-explanatory while the fifth I will explain forthwith. Sense is a statistic governing all kinds of diplomatic, common sense as well as sanity based skills.
Sense is important as all people fighting monstrosities, bandits, enjoying mercenary work or even daily life where bad events might happen must remain relaxed. Stress leads to lesser efficiency in everything characters do. Sense would also affect dialogue as well as combat. Sleep, happiness and successes would mean lesser stress.
Experience would be based on how it was earned and so divided into subgroups. Hunting would award experience that the PC would be able to spend on SAE skills. Hauling hunted animals, skinning and pushing the body to it's limits by running or overworking for an example. This does not mean general experience would not be in the game.
Combat is a very important part of this sort of game and I have envisioned it this way: the left mouse button attacks the hostile target through an array of possible attacks.
For example slashing from the side opposite to the shield arm of the opponent, thrusting, perhaps a two-handed strike if a bastard weapon is used. The right mouse button is taken by possible interactions with a person, animal or monster, both dead and alive such as looking at, speaking to, thievery et cetera as of the project.
I would like to mention that fluidity of movements and the array of animations present is very important. Much would have to be done about the way characters walk, run and do things. For example walking through a crowd while stealing a coinpurse by pausing the game and using the interactions system which would mean the character following a character and nicking the purse away by skill check before being able to walk on in a realistic environment where characters touch because of the crowd mechanics. As well as climbing a building, crates, walking on a rooftop or running through a forest based on pathmaking as well as riding a horse or a wagon.
Workplaces, buildings as well crafting stations would include campsites that the PC and NPC can make wherever they want unless its inside a settlement. With the option of quickening time passage, work at the examplary blacksmith and by extension all other workplaces would be easy for the player to manage. One would simply choose the tasks he wants to perform by right clicking and go about finishing the task, in example, hammering a reddened blade for thirty minutes of ingame time, quicker, a five minute period. The game would run on a system of a twenty four hour day that lasts twelve or eight real life hours. This would mean fifteen minutes of real time hammering a blade, passing a skill check with each hammer usage in about two and a half minutes based on the twelve hour variant. In the end, the game might be too epic in scope and so an even shorter day is viable as well.
This would of course not appeal to the player as the game is still meant for him or her to enjoy heroics, mercenary work or thievery as the main corner stones of any Role-Playing game.
This video game would ommit a storyline in its 1.0 build as it would focus on the sandbox where all of the aforementioned happens. This will allow for the most immersive video game experience ever. As fantasy is, wild beasts, animals and monsters are common place. These would roam the world together with the NPC's whom would include bandits and thieves.
This will allow for countless adventures to be had without any particular storyline thanks to the generic conversation system which would allow questing based on real-time events. Countless add-ons which would include storylines and new locations into the game can and should be planned. These would follow the guideline of a main quest, side quests and companions, artifacts, unique weapons, armour and situations.
The occupations present would be limited to thirteen options: Mining, Tailoring, Construction, Blacksmithing, Leatherworking, Farming, Innkeeping, Hunting, Mercenary work, Land ownership, Thievery, Fishery and Herbalism.
The only occupation that needs further explanation is innkeeping. As no one would like for there to be too many inns they would be taken care of by unique places that can become ruins, be bought, et cetera or perhaps by unique places elligible for construction work.
Eating and drinking should have a seperate system within the game to govern the two to guarantee a realistic world where characters might die of hunger if not of thirst.
Perhaps only of thirst.
This would mean two bars hidden from the game screen, within the PC memory system which allow for tracking your hunger and thirst similiar to resting your daily endurance and healing your wounds.
The game would follow a young person in search of wealth, fame and adventure and can follow any route in the world designed by the team working upon the video game and I assure I would be able to help in the process of creating the storyline for the first addon.
To further describe the project and the game I will have to present a possible setting for the video game.
It is a world ruled by and created by sorcery. There is one omnipotent being to the entire world and it is the First Mind. The true Divine is unknown yet it is possible to achieve knowledge of it. There can be a plethora of deities worshipped in ignorance whether the setting is preferred to be one way or the other in monotheism or ignorant polytheism.
The setting can be changed by an industrial revolution in the equivalent of Earth's 14th century which would mean the appearance of trains, steam engines and revolvers as well as revolver rifles.
Divinity and Humanity are the two sides of the coin which rules the world, sorcery, and the First Mind is a noble and kind being which results in a high fantasy world.
Divinity would mean aspiring to ideals and nobility while Humanity would mean lesser interest in those as characters choose not to follow the omnipotent being's will in their lives.
Sorcery would work in this way: no limit in its usage except for time constraints. Similiar to a weilded sword. Sorcerers and sorceresess would be the most powerful characters and generally very safe.
Incantations of sorcery would be based on thought and all hands movements or vocal components would be ceremonial.
I do hope I have avoided copyright infringements.
If not at least for my personal WIP setting which I am creating for my fantasy book. I mention this to underline that I am capable of designing storylines.
I do not wish to sell the project, I am merely interested in working for or together with the company on it or any other video game.
I am able to explain anything I might have omitted and would be interested in doing so.
As the last point of my letter I would like to assure whomever might be reading my letter that the game can be made as long as it is retro. This will allow for the game to run even on older computers and the animations would push through and make the game interesting and fluid to witness for the players who might be interested in the MSRPG. Or the Real Time Strategy Simulation Game. Remember dialogue trees? They are copyrighted.
Sincerely,
Gahbreeil