Posts published during February, 2008

Communications

One of the goals of Shattered World is to make a far more omnipresent communications structure. The hope is to allow the community to express itself and maintain in-game communications out of game.

Technologies like PlayXPert certainly seem tempting, but there are a few major concerns for working them in as part of the game. For instance we need a ‘lite’ version of the UI which is ever present during our game, which would be our effective chat widget. That widget also needs to work as the in-game chat works, knowing zones and channels. Basically there is, as yet, no plug and play solution for how I intend it to work.

Vivox on the other hand is an easy enough choice. While most likely more expensive it is a developer API at it’s core. This allows it to easily integrate into whatever system or core engine we eventually decide on. While the game can’t run purely on voice, building in voip with Vivox is just good business.

Management

Managing friend lists, guilds, and ignore lists is made both easy and powerful with the graphical tier system. The exact features of the page are slightly different from page to page, but in it’s most basic form, the page is simply a group of containers. There are individual containers which contain a link to a player, these will show headshots of thier avatar and name. You then have tier containers, which are overall groups of players, and then subgroups, which represent players bound together as a group. You can finally add labels to tiers, groups or players, allowing you to easily identify important roles or information.

For guild management, the screen shows a set of tiers, the top being the founder teir which can only be altered by the founder, and the bottom being the members tier which is where all guild mates are automatically dumped. As a founder you then drag up an empty tier, you grab the authority arrow tool and click on a tier with more authority than it, and then drag down to it. It will automatically move it to the line below that particular tier. You may then use the authority arrow tool and drag from it to any other tier on par or below it. This sets it’s seniority to be above the other tier, which also allows it to automatically gain authority over any group that the lesser seniority group is in authority over.

You can also right click on any tier besides founder or members and set them to be electable and set the times for elections, as well as the number of votes per player. When players log on during election times, there will be a stack of election tokens, they simply drag the election token onto the player they choose to elect. Groups can be added to any tier, including the founders tier, though only by the founder. Groups may have lateral authority over other members of their tier. For instance you may make a group on the founders tier with six month election rotations, then draw an authority arrow to the founder, this makes the new leaders of the guild a democratically elected council.

Your friends screen begins as only three tiers and is entirely void of authority lines. The beginning tiers are friends, and group, anyone in a group you are in may be easily dragged upwards into your friend tiers for more permanent bonds. The third tier is the search tier, it has a small text box allowing you to search for the name of a player, and returns the player links for any players matching your search filter. You may drag up new tiers, but when you do you will be asked to name them. These named tiers will now work as channels, allowing you to simply type /t to send a message to everyone on that tier. You may also drag tiers into chat, and drag tiers out of chat to import or export entire tier setups, allowing you to easily share tier channels.

Finally you have your ignore list, which has four tiers. The bottom is the search tier, and the top is the highest ignore tier. Typing /ignore player automatically adds the player to the top tier, you will ignore their yells, their says, any chat of any sort, and any private tells. The level below it will block any tells, says and regular chat, but not shouts nor grouped chat, you will be warned when joining a group if a member in it is in any of your ignore lists. The final ignore is a soft ignore, allowing you to block tells and tells only.

At any point, simply picking up any object you have authority over and dropping it on the trash container will remove it.

The tier system should be accessable from outside of the game as well through the chat program.

This will be a short one in comparison, and it actually makes me a bit sad to think about it.

Given our current level of technology, I don’t think I’ll be getting to the scale I want. I haven’t gotten any comments on this, but I imagine when I showed the first photo of the island, your mind automatically did something like this.

But strangely enough, I actually like having continents larger than a small island in the Bahamas. In fact my island is much larger.

I was thinking closer to Ireland.

There are a few things that this brings to the table.

Travel Forms and Mounts

Unlike games like WoW, you won’t be working your ass off saving every penny hoping that you might some day be able to travel faster than a snail’s toe, just as soon as you get well over halfway to the level cap. No, you should have a travel form of some sort by the time you exit the starting city, assuming you ever exit the starting city. You may have the appearance upgrade of wings, though you will need to put more points into it to counteract enough weight to stay afloat, or you can upgrade for quadrupedal, equine or insectoid. Or you can buy things like roller blades, add to kicking attack as they are literal blades, motorcycles, or ATV like things. Also guilds with their own towns can open portals.

Society and Gameplay

Imagine, if you will, that a bunch of friends are sitting around in a player owned tavern, playing Texas Hold ‘em for kicks, shooting the shit up in the mountains north of Matre’s Mind. One of their friends who is on a shared channel with the group is running around helping newbies back at the main city. Finally this friend goes on a long tirade about all these f*ing gankers interrupting their helping the newbies. One of them types half jokingly, “why not just move South?”
Someone else pulls out the map that came with their box, “Aren’t there supposed to be Angel mobs down there?”
“Yeah have you seen the screens that one guy put up of them, totally weird crap…”
“Hey, if we all chipped in, we could start a city down there. I mean how many gankers are going to play for six hours of travel just to get their asses kicked by town guards.”
They all laugh.

Three days later…
“Hey Krimper, can you go buy a field transport kit.”
“A what? Where the hell are you?”
“I’m sitting in our brand new Town hall!”
“Where the hell is that?”
“Well, I can’t tell for sure, I just kind of walked around exploring for a few days until I found the Northern Angel Fortress… Great view of it from here!”
“Holy crap… give me a second, I’ll go pick one up.”

A year later.
The same group of friends plus about eighty other players sit on some hills watching Angels and Demons duke it out over the “don’t effin build here you twats” zone. It wasn’t that they hadn’t seen it before, only five or six of the players were new enough to the South to be seeing it for the first time.
“You see the way the Heavy Defenders hit the ground first, they do the same thing in fortress seiges, but not in town attacks. In town attacks they’ll usually drop in around the town hall, try to dps the crap out of it before you can retaliate.”
“So we all group around the town hall?”
“Nah… what you do is…”
It been a long time since they had been learning that the hard way. The early days of loosing town halls and farms, about every week had been tough. Now though, they were pretty successful at keeping their little alliances’ territory. The “Southerners” as they thought of themselves had even built their own forums site, they were just too far removed from the politics up north for it to matter. The Northerners were going to be taking a keep sometime this week, supposedly. It wasn’t something the Southerners were going to succeed at any time soon, the Angels had at least twice as many troops as the demons, and so much time was spent fighting them off there really wasn’t time to try and push it back to them.
The battle below was starting to look more certain, the demons were getting pushed back hard. Finally the leader stands and all the others stand up right along with him.
“What do you say we make this a wee bit more even guys?”
“Lets roll!”

So the temporarily titled, and logo-ed, Mercs has entered it’s alpha stage. Play testing is very much so appreciated. (No I have no miniatures or easy cool looking print-outs…)

Pre-Game

Before you even set up the game, you and your mates are going to have to set a limit on things like unit numbers and budget. I’d recommend starting out with 8 units and 10k, to keep it small and tactically interesting.

Then you’re gonna want to print out the Character Sheets and Quick Play cards. Each player gets one character sheet per unit variant(any units with the exact same equipment and stats get the same character sheet.), and a quick play card per person.

You can then reference The Armory to find equipment for your units. Equipment cards like that for the SMG are coming for almost all equipment, but for now are limited to ammunition and the SMG. Check the bottom for what stats to give your units to begin with. Stats aren’t on a point buy system, but instead you assign the already drafted numbers to specific fields.

After you have your units set up, you and your mates can then decide whether or not to include officers. Officers are named units which should be appropriately rare, they have higher stats and gain twice as much from leveling up.

At some point, you are going to want to prepare your playing area. There really aren’t any hard or fast rules as to where to play, any surface with objects that can be used as cover is acceptable. Just be sure to grab a tape measure, or buy a 24″-32″ dowel and mark it off at every inch. Cut out some 1″ by 1″ squares, mark one side with an outwards pointing triangle of a color unique to you, and then write numbers on them sequentially. (Units are technically 1.5″ tall) Voila, play space and army all assembled and ready to go.

In order for stealth play to work, each player must have a map of your play space, with scale in inches well marked.

First Turn

First things first, you’ll want to roll d%100 all around the table. The lowest roll wins and play continues clockwise from there. Each player then rolls %100 and adds 60 to that roll, all units belonging to that player begin with that value rounded up to the nearest ten, or their highest possible morale. Players then set their units in their designated starting areas, or simply across the table from each other if the start points are not designated.

Exception Notice: In Extended Campaign Style Play, defenders always go first.

Movement

Every unit begins with movement points equal to the tens column of their run stat. You may expend 1 mp to move one inch, or 1 mp to kneel, record this in the quick play card by putting a K in the final column for the appropriately numbered unit, an additional mp to go prone, or 1 mp to switch to stealth mode.

Running – expending MP to move has no negative effect on your chance to hit, nor chance to be hit, it’s considered sound tactical movements.
Standing – If you remain standing, your movement rate remains normal, you take a -10% to your to hit, and a +10% chance to be hit.
Kneeling – If you are kneeling, each MP will move you only 1/2″, you take -0% chance to hit and +0% chance to be hit.
Prone – If you are prone, 1 mp will equal just 1/4″, you take +10% chance to hit, and -10% chance to be hit.

While in stealth you remove the unit from the table and instead work on the small map available only to you. Each unit has a spot statistic, much like run, you simply take the tens column and multiply it by 1.5, that is your spotting radius. Anything stealth that enters that radius has to roll below (their stealth – half your units spot) in order to remain hidden. When the spotting radius of multiple units overlap, their spotting is cumulative where the overlap occurs.

While half way behind cover your opponent rolls with -20% to hit, and -20% chance to spot. Full cover removes chance to hit and chance to spot entirely. Soft cover, such as bushes or open bar fences, offers only a -10% chance to be hit.

Attacking

You may attack with any unit at any point during your turn, provided you have the MP to afford the attack. The MP cost of an attack is dependent on the weapon and firing mode, you should have The Armory readily available with that information.

You may fire on any unit within your weapon’s maximum range. You simply take your marksmanship ability, add any bonuses to hit, and subtract any penalties to hit, and attempt to roll below that number. 00 being the traditional critical hit, which does double damage.

When you are within 2 inches you gain a +20% bonus to hit, within 1″ gives you an additional +10% to hit.

Morale

When a unit is hit, it must succeed at a soldiering check, roll below their soldiering stat, or they will loose ten morale. When a friendly unit is killed within 6″ you make the same check, but apply double the penalty, 20, in case of failure.

If a unit falls below 30 morale they will expend all remaining mp to travel back to their starting point and off the map, removing them from play, for two turns. After two turns they recover 10 morale.

The death of an enemy adds morale dependent on the level of the killed enemy. The rule of thumb is 10 morale per level, and 20 morale per level with officers. Also, every inch +Z (upwards) adds 1/4″ to your units effective maximum range.

———-

Phew, it’s done-ish.
If you notice anything missing, or anything I didn’t cover or that isn’t covered in more detail in the army, please feel free to ask me about in the comments or in private messages.

Inspired by A theory of Fun



What does a game designer do? Well most of the time their pushing around Venn Diagrams of prospective players.



For instance we can pick out a really big group with lots of easy to please people.



Or a group of really hard to please, and extremely dedicated players.



Most games fall somewhere in between.



Most of us would like to be remembered 20 years later because it had profoundly changed your life…



Not because you just realized it came with your cell phone…



Even if we are only fond memories.



We can hope for lots of money for the effort…



Though most of us will happily settle for a cool studio.



So we trudge onward trying to make something cool…



By these people’s standards.



So these people will pay us…



To make these people…



And these people work together at least long enough to avoid…



This happening, or even worse…



This.



But when you can manage to walk that line…



It feels a whole lot like this.

———–

All images were found off google search and link back to their original context, mostly, without regards to the subject matter of the page itself. I make no guarantees the pages will be relevant or entirely work safe, though I am sure none are porn. But yes, follow the links at your own risk.

I heartily recommend you check out the Rainbow studio link, it’ll make that part make much more sense.

The World

Building Cities and Travel

In Shattered World, PvP and the World around you are intrinsically linked. While the Demons may control the Western side of the island, and the Angels the Southern tip, the vast majority of the island is uninhabited wateland. This wasteland is the first and final destination for most players. With enough biomass, you and your guild can build a city all your own to make or break.

The world represents two intrinsic resources, travel routes and arable farm land. Both are potential sources of biomass and/or scrip for a resourceful guild. Since you gain biomass from killing players, controlling a travel route can gain you easy pks, but of course it won’t be long until your area is avoided. On the other hand, you can make your area a safe zone, making certain high level guild mates are always about on patrol for trouble makers. If you can attract the heavy money crafters or large sections of business, you may find yourself with a reliable and profitable tax revenue from exchanges within the limits of your city.


Of course much like steel in the real world, it’s your arable farmland that really represents your guilds actionable power. At present, I’m still trying to decide on what time frame I will work the farming. For instance will it be an instant action with very small rewards, or will it take multiple days to set up a good plot of farmland, grow the crop then harvest. I’m actully leaning towards the multi day system simply because it means poeple don’t feel the need to be on seven hours doing nothing but farm. Either way, the amount of land your guild can farm and defend is a major factor in how much clout you hold in the area.

Building a city also allows you to build two important buildings, the field portal generator and the portal hub. A field portal generator is a form of energy channeling which is capable of bending space a comparativelty short distance, just within the confines of the island. A member of your guild equipped with a field portal kit can set up the kit and you’ll have an instant travel portal to it’s location. The hub on the other hand, is a series of smaller portals that connect to hubs owned by cities owned by guilds which have a good standing, or are in the same alliance with you.

PvP

In WoW, if I were to talk about PvP, the basis of it would be how, where, and with whome you would be fighting. However, in this case all those are already answered just in talking about character progression and combat. (Sorry, I’m trying to get that post back, but I will rewrite it in the next few days if necessary.) No, the basic unit of PvP in Shattered World is politics. It’s every bit as importnat who you aren’t fighting as who you are, how many useful individuals you can recruit.

Joining a guild, and it would be near suicide not to, is a major decision, not to be made lightly. Much like EVE, joining a guild goes on your permanent record, meaning you can’t just switch between arch-rivals on a whim.

This means there is a need for a few powerful player level tools for identifying other players. Each player will therefore have a small color bar next to their name, it will be a shade somewhere between blue and red for players not in your alliance, red is indicitve of a hated or target guild, while purple is indicitave of neutrality, blue means they are favored. Within your alliance the bar is between green and yellow, greenest being a guild-mate, while yellowest is a very low standing alliance mate.

Players on your guilds KoS list will show a black skull over their head, and players on yuor Alliance’s KoS list will have a silver skull over their head. Players on your ignore list will have a microphone with a line through it, and players on your personal KoS list will have a golden Skull above their head.

Also since there is an inherent group aspect to PvP certain appearance upgrades will be built solely around working in a larger group. The Bestial Head upgrades will allow you to detect players out to a certain distance, dependant on the biomass in the ability, tracking of individual players will be available at higher levels. The Tentacle upgrades will have a snare heavy ability cloud, much the way the kicking style (high speed, high strength, high kick attack) segment of the unarmed ability cloud will be heavy on cooldown slowers and stuns. Shields come with blades making them viable weapons and abilities allowing you to cut in and take damage for an ally, making heavy tanks usable in certain areas of PvP.

Previous Sections
Part IV – Character Progression
Part III – Writing up a Features list
Part II – The End
Part I – The Setting

PvP

After making the last post, I had some time to think, and some questions to answer. It seemed to me that I had missed a few important details in Character progression. First, though I want to go into a bit about PvP and how it’s connected to what I posted last time.

First off, biomass. Biomass can be aquired through the killing of NPCs (level 300+ only) the killing of players or from farming. If you die, no matter how you die, you loose biomass and all equipped weapons that are not appearance upgrades. The lost biomass will come out of your floating pool first, then out of appearance upgrades starting at your highest level upgrade.

While I’ll go into it more, the way pvp and character progression connect most directly is that you are only allowed to attack people +/- 5 levels. This is important because every ten levels your biomass doubles, this means you’ll be fighting people within 75-150% of your current level. Enough to allow some ganking, but not enough to ever make it honestly easy. Now why would I limit you in such a way when the levels are theoretically infinite? Because it means that all players of all levels are needed by a good guild. So you’ve only made it to level 10? Great! You can walk right past an entire guild and start attacking the buildings that aren’t inside the town proper. You can get low level gangs together to run around ganking or destroying unprotected buildings in the middle of nowhere, or you can run medium level, testing different builds until you find the one that works for you and then polishing it to a perfect shine.

There are a few important exceptions, though. The first is within the limits of a town belonging to your guild. Inside those limits you may attack any player, no matter their level, that is not a member of your guild or alliance. Second is declared guild wars, these will allow you to attack within fifteen levels, and finally Alliance wars, which raise the limit to 30.

But enough of that for now…

Character Progression Part II – Abilities

Now last time I said something I live by, abilities are fun! Clicking things and watching something happen is by far and away one of the funnest things in games. The problem with staying out on the macro as often as I do is that sometimes you loose sight of the little things. Like, the fun and what not. I really hope that this isn’t the case with my system.

You’ll begin with the standard row of action buttons, 1-10, this is your general action bar. The first three are the basis of all future combat, these are punch, block and kick, arguably the basis of all martial arts. While unarmed punching is your basic damaging attack, blocking will reduce the damage of the next incoming hit and kicking will do some damage and cause knockback. All players have those basic abilities, and if you open the skill window, will show up in the ‘unarmed’ skill cloud.

You see, each weapon type has it’s own “ability cloud” they aren’t trees, as such, rather groupings of abilities which can be preformed while carrying that type of weapon. Each one has a minimum statistical requirement unlocking for you to use as soon as you meet it’s minimum requirements. Each picture will also have a set of small pictures you can zoom in on to it’s left connected to it with lines pointing to it, and on it’s right with lines pointing away from it. During battle, if you use the ability to it’s left, then it, it’s effectiveness will be increased, the effectiveness of an ability on it’s right will be likewise increased if it’s used first.

Combat

Combat itself isn’t too terribly different from what you’ve played before. There will be an auto-attack, but very minor global cooldown and significantly more powerful active abilities so no real reason to use it as a crutch. I wish I could say combat would be new and innovative, but it’s something I’ve seen done right enough times to not want to re-invent the wheel with it.

I do have a few minor additions though. The weight of a weapon or shield will counter your speed, increasing the cool down time of abilities using it. Also, a shield does not effect your damage mitigation what so ever. That is why you have a block ability, when you have a shield equipped, it will take the physical damage of the next attack straight to it’s own HP when you block. Damage it too much and it breaks, permanently gone. Of course people with high enough channeling statistics, I haven’t decided on the appearance for that one just yet, can channel biomass into a shield healing it. Actually, all weapons have HP,which is why they are destroyed when you die, this comes into play when you parry or block with a weapon instead of a shield.

It’s comparatively boring. However, it’s the secondary anchor, opposite character creation, so it needs to be stable and remain intuitive and relatively fun for years to come.

First off, props to Rayne and his Making the MMO series of posts for inspiring me to do this in the first place.

The Process

I’m going to go out on a limb here and say that when some of you read the words, “classless skilless” in my last post it made you tip your head a little. Now if you can bear with me, I’m going to go into why I made the system I did, and what process I went through to come to it, before actually going into the details of how the system works.

After spending months hanging out over on the multiverse developers forums, I learned alot about actual game design. What I also saw was that certain ideas really tended to resonate with people, but few could actually explain why, or point out why they were so superior. Personally, I internalized much of the information, took part in various debates, discussed it with some level headed individuals, then after weighing all sides, began working on this.

What I had found was that, by and large, very few people liked the idea of having straight up levels. Killing rabbits to kill rabbits better can be fun, but more often than not isn’t terribly rewarding in the long run. So people began to harp on skills, you would use them, and they would go up, but just as you used them! Genius, right!? While I do think it’s a solid system, it has a few general issues. For instance, skill decay is almost a necessity, since you can’t have everyone skilled at everything. Which drew you into either creating systems where every character has a static number of skill points and moves them around, such as what Caab posted though I have seen examples of similar systems before, or player demoralizing systems where they could conceivably sit there and watch their skills drop. Lastly, a significant section of people really wanted a system free of statistical analysis where they just watched their character to know things rather than checking the UI.

At the end of the day though, all of these come back to one basic point. Representing the underlying statistics. After playing some more games, including WoW I decided that we could pretty well group the systems that are used to effect your underlying statistics into 4 groups.

Levels
Skills
Abilities
Appearance

Each one is already in use to effect statistics in triple A games right now, since I count Race as a part of appearance. But let’s go through each one a little.

Levels are an excellent system for reporting the rough strength and level of progress a character has attained. The problem is, they have been done to death, and are often used where they are weakest, as a system of progress in and of themselves.

Skills are more representative of the actual level of skill a player would have, which makes them both simple to understand and very direct. My problem with them is that they seem to be a second level of abstraction, abstracting things out too many times away from the real core is almost always messy and bad.

Abilities are things players click or press a button and use. THESE ARE FUN! In all seriousness, there is nothing in an MMO that contributes as much to the sheer fun factor as Abilities. The cons are, they suffer terribly from lag, since activating them too late is often fatal. However, we have ways of dealing with that.

Appearance is probably the most underused of them all. People like to look at their pretty new armor, and like to look at their character as they grow and progress, but it’s an incredible amount of work to add new armors and what not to the models.

So what did I do? I simplified, cut and rolled them all up into a single category, Appearance. I then connected that one category to the base statistics which make up the computer’s concept of your character. Much like in the game of go, the removal of the more complex systems actually opens up an incredible number of options and possibilities. It adds depth, while simplifying initial game play.

Character Progression

In the Shattered World system, all players start off essentially the same, with the same starting statistics. As they perform early training quests they earn biomass, that’s where the game of character creation really starts.

Players are allowed to spend biomass on appearance upgrades, these upgrades range from spikes to changing an entire body part to be bestial or insectoid rather than humanoid. Each upgrade group adds to certain skills, and opens or closes some abilities. For instance, your basic strength and toughness are increased when you increase your size, allowing you to wield heavier and bigger weapons or armor, and denser muscles will increase strength and speed, allowing you to move faster, hit harder and wield heavier, though not bigger, equipment.

These changes are immediately reflected in your character, you look stronger, bigger, scarier, or meaner immediately upon purchasing the upgrade. When your overall stats increase, your level increases, reporting the change in your character. When you equip armor or weapons that increase total damage mitigation or damage output, it will also effect your level. If there will ever be a cap on levels, it will be imposed simply to prevent values from becoming so large as to cause bugs in the game engine.

Now, since I mentioned it earlier, some of you might be asking, how can all this asset modeling be accomplished? Simple, procedural changes. If you only had to model every upgrade twice, very young and very mature, you could then create procedures to automatically generate the in-between stages. Tweening basically. Armor models can be built to accommodate all upgrades at very young and very mature stages, then tween and blend to allow for it to dynamically choose the correct armor. These can be pre-generated and stored in a data file to save client run-time, or be run by the client at run time to save disk space.

She woke from her short reverie and checked her watch, only five minutes had passed. Her old bones were aching, spending six hours in a waiting room wasn’t good for her, she guessed. The nurse at the desk looked up and gave her a cautious smile, she smiled back even though she wasn’t entirely feeling it. Her eyes wandered down the hall of the maternity ward, wondering what was happening in the room she had left her daughter in.

A nurse finally emerged from the room carrying an infant, she hurried into the nursery and set the baby down behind the glass then half ran back to the room. Kelly stood up to take a first look at her new grand daughter. The little fingers of the baby worked furiously testing the bounds of it’s new world, the pink blanket. To her the girl seemed somewhat pale, but, from the way she was moving, she certainly seemed healthy.

The scuffing of feet made her look up just in time to watch another pair of nurses rush into her daughter’s room. The girl at the desk was looking at the room as well, she didn’t seem happy. Finally she too stood up and jogged to the room.

Kelly rested against the glass, trying to keep her focus on her grand child and not on the questions filling her mind. The child was settling in for sleep, probably tired from it’s ordeal. She smiled, wondering what it would be like, watching her daughter raise a child the way her mother had watched her. Finally, she could understand all those times her own mother had just stood there shaking her head.

Out of the corner of her eyes she caught someone leaving the room, she turned to face them then froze. It was black as pitch and covered in blood, about as tall as her from it’s toes to it’s head, but wicked spines extending from it’s shoulders and back went higher. It was obviously female, all the anatomical bits were easy enough to recognize in motion. Finally her eyes settled on the face, and her mind shattered.

It began running towards her, and her mind restarted. ‘Have to run. Get it away. Get it away from the baby. Get it away. I don’t want to die! Run! RUN!’ Her footfalls echoed down the hall, it’s steps echoed close behind. A nurse walked out of a room off to her side, barely a note as she blew past. The scream behind her was nice and loud, but ended in a sickening gurgle. ‘Run. Run! Get ahead! RUN!’ Her mind screamed at her legs to move faster but it wasn’t enough.

She reached out and touched the door to the stairwell ahead of her as a step landed directly behind her. The door turned red in front of her. ‘Strange. So beautiful.’

Original Go Raise Your Game Post

So there it is on Go Raise your game, the line breaks are now back in, btw.

A game without skills or classes, but still maintaining character progression built around mostly open ended PvP, player built cities, powerful guild management and communication tools. Shattered world also attacks the problems of PvE and end game raiding head on, allowing players to observe real change in their environment that they initiate. Crafting will also be meaningful and challenging.

Characters begin in Shattered World, not looking much different from a typical humanoid. However, when you collect Biomass, the basis of all in-game crafting and creation, you can absorb it and devote it to a mutation. These can be anything from denser muscles to growing two percent larger. What mutations you select will change the appropriate character statistics, your level is the average of all your statistics.

PvP is allowed for anyone within five levels of you, without setting any flags or doing anything at all other than walking up and attacking them. You may select from two factions to begin with, Purist and Carnalist. While aligned with the Purists, you will be fined both scrip(currency) and biomass when you kill a player without a bounty. When aligned with Carnalist, you will not be fined for killing a player, however the bounty placed on your head for pking will be doubled. While in the starting city, guards will defend players without bounties when they come under attack.

Players may build their own cities in the wild. Though any building may be placed anywhere, if you find a wide enough space of open ground you can build a Town Hall which will give your guild the ability act as planning and zoning within the effected area. You may set certain areas to be marked as road, residential, or commercial only, and/or require the appropriate guild officers signatures on any potential building sites. Buildings are destructible, and will need to be guarded, as such the Town Hall also creates an area in which members of your guild may PK any non-guildmate player without acquiring a bounty. Towns also leverage taxes, taking a percentage of all sales and trades involving scrip or biomass in the area.

The Chat System in Shattered World is actually a separate client that is automatically started anytime you run Shattered World, if it is not already running. After exiting the game, the chat will minimize to your quickbar, but can be opened to chat with guild mates, friends or any other player just as you would were the game running. The hope is this will free you from feeling the need to be at all times, since you can easily find out if you are really needed. It’s powerful guild/player relations tools, should also allow you to contact your in game friends without needing the game running and manage guild functions, friends, and ignore lists without having to enter the game world.

The player versus environment dynamic is turned on it’s head by giving the enemies strategically located spawn in points, and a real time strategy level AI. This means that the AI will intelligently attack player owned towns as well as the starting town. The friendly AI will give quests that work towards it’s goals of defeating the enemy nations. You may see an increase in fetch style quests as they prepare to repel an attack or launch one of their own. During the actual attacks and defenses you will be given kill quests and raid targets based on what will actually help your side’s agenda most.

The environment on Shattered World is, well shattered. You can take on the roles of farming, gardening, foresting, breeding, and a host of others to attempt to repair to the broken landscape and turn the barren desert into a flourishing paradise. Farming and Herding can greatly increase the aggregate Biomass in the world as well, making your guild more powerful and allowing your craftspeople to build heavier arms and equipment.

Crafting is not a matter of merely gathering components, you must also combine them in the correct proportions. Beyond a few simple recipes all others are found through trial and error. The properties of the various metals in the world will have a direct effect on the final product depending on how they are combined. For instance, when creating a sword, you will need to balance the blade and pommel to increase damage dealt, but using too dense of a material for the blade and to light of a material for the hilt will still result in a product that is overly heavy for the amount of damage it deals.

You sit down at the computer after a long day of work. A brief glance at the calendar on your wall reminds you that today was supposed to be the conquest of the North Demon Tower in Shattered World. It was going to be starting two hours ago though, is it even still going? You decide to ask.

You double click on the icon in your quick task bar, bringing up the Shattered World Chat window. You click on the tab for the Guild Chat and type in quickly, “Secured the Fortress yet?”

“Get your butt in here! We’re about to break into the tower!”

You chuckle, “All right, be in there in a second.”

You double click on the Shattered World Icon and wait impatiently as it automatically resolves your login from the chat application and connects you to the server you were chatting on. You spawn in in the middle of the guild town, and run over to the channeler’s portal in front of the Town Hall. Stepping through places you at the field portal outside of the Fortress, where the players in the member guilds of another alliance are fighting off a small npc patrol. You let out a few shots from the energy cannon you’re carrying in your right hand, easily defeating the corporal npc, as you pass them, eliciting some thankful tells.

At the base of the tower you find the doors bashed open and no players in sight, obviously further up the tower. You run in and up seven circular flights of stairs before finding yourself in the middle of ninety level 300 + players milling about the gargantuan fortress commander. There are long range players lining the stairs to the room above, as six massive tanks take turns rushing in and taking the brunt of it’s angry assault. Occasionally a heavily armored transferrer will run up to one and begin field repairing their shield while the other five take over.

The boss is already down to 10% and you can tell he is powering up one of his major attacks. DPS players ran to either side, taking to the stairs hoping to avoid the worst of the blast. A tank from both of the alliances represented run forward, switching to less expensive blade shields and locking both shields together in front of them. The attack lands snapping the heavy shields in half and leaving each with barely enough health to limp, an unfortunate dpser who hadn’t quite gotten out of the way in time evaporated. ‘Sucks to be him, those were good weapons’ you think. The other four tanks ran in taking the brunt of his follow up attacks, so their damaged companions could switch to other shields and put some biomass towards regenerating.

You run in on the boss, unleashing energy blasts while getting into the thick of it with your bladed left arm. Next to you a guy who had obviously put almost all his biomass into dense muscles and leg spikes was going at him like an angry little Brazilian Capoiera master. The health dropped down to 6%, then five minutes later to 5%. 4%, 3%, you’re guild leader calls for an energy barrage in tactical chat, and you can hear the distinct tunk of setting your energy weapon to charge being echoed all around you. Halfway to 2%, the final ranged user reports, “charged”.

“Fire!” The leader of the other Alliance yells for the whole room, and all at once everyone fires. The light going into the boss is blinding, but can’t stop the reports of “weapon melted, glad I switched to my secondary” from flooding the tactical chat. You check yours but it seems your weapon survived, barely, but it did make it. The boss is down to one tenth of a percent of health left, the dpsers land their final blows, ending it’s existence.

Tactical chat becomes very busy for a while as people tally up the biomass and progress scrip totals coming their way, metals of varying rarity also seem to be pouring in. Finally as everyone calms down the various guild leaders of the two alliances meet in the center of the room. The alliance members shuffle around, trying to make sure they have position on the others should the dealings go south. They all waited for the moment that an alliance war would be announced and they would be free to attack within thirty levels of their own.

You even watch as some of them redirect their biomass into pvp builds, changing their appearance.

Finally your leader says, “North, South split.”
“Only if we get the North.”
Your leader goes silent for a minute.
“Then we get the tower.”
“Bullshit.”
“Fair is fair, you know as well as I do it’s worth it.”
The other leader pauses, then finally nods.
“All right, but it’ll cost thirty thousand scrip.”
“Oh come on, twenty thousand is more than enough.”
“Twenty thousand! That won’t even buy us enough biomass to repair all our gear!”
“Twenty five then.”
“Twenty seven at least.”
“Twenty five.”
“Twenty seven.”
“Twenty five, and we’ll pay the guards.”
“Sounds good.”
“So we have a deal then?”
“We have a deal.”

The strategy channel tab flashed.
“Incoming, looks like their pretty pissed. Got a couple Attack Commanders with two whole divisions backing them up. Could be more though.”
“We’ve got npc backup incoming from Ventrair.”
“Holy shit, it’s the fucking Angel Stompers!”
“This far north, I thought they were all busy holding back the Angels down south…”
“Well theres twenty of them headed straight for me. One sent me a tell, looks like they want to help us out with defense to train up some noobs.”
“How many noobs?”
“They say about fifty.”
“Well tell them we’re glad they’re helping! Someone send Krog a tell, he needs to tell his alliance not to attack them.”
“Oi, pirate bastards heading this way too. I don’t get the feeling they want to talk.”
“Great, like we needed to beat down more dick heads today.”
“Lol.”

Private tell from your friend:
“Aren’t you so glad you logged on today, lol.”