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33 lines
5.7 KiB
Plaintext
33 lines
5.7 KiB
Plaintext
7 months ago
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<h1>defining the major jobs in blessfrey </h1>
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february 10, 2022<br>
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#game-design #jobs<br>
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<h2>the basics </h2><br>
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RPG classes are called "jobs" in Blessfrey. Characters will have a primary job, but they will have limited access to other jobs through multiclassing. It's similar to Final Fantasy Tactics. I think it's cute to call secondary job a "side job." <br>
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<h2>job requirements </h2><br>
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Guild Wars and Magic: The Gathering are my main inspirations for Blessfrey's game mechanics. I had trouble getting into other MMORPGs after Guild Wars. Others have so many mechanics, classes, levels, consumables, and levels of equipment that they begin to feel so chaotic, random, and unlearnable, or (even worse) the meta's so obvious that players only use a 1% of the content doesn't matter because there's a
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, and all your successes are owed to time, micro-transaction money, and RNG. Guild Wars
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because they are never as tight in their design or allow player skill to shine as often. In contrast with standard MMOs with more class ArenaNet self-labels their game as a CORPG (competitive online role-playing game), so it's not surprising it plays so differently. Guild Wars, especially before expansions started coming out. <br>
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<h2>lucrest, the mundane </h2><br>
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Lucrest is more or less representative of a typical town, with a shopping center, school, church, a neighborhood, and some natural beauty. Functionally, it will have story events and side quests, but it will mainly serve as the hub for recovering and gearing up between dungeon crawls. I think of it as Torchlight a lot. (At least, the hub from the first game.) Artistically, it's an opportunity to work with what's familiar to me. <br>
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I think it's a chance to do something a little different in a game, too. I learn lots of interesting little tidbits of Japanese culture through Japanese media, but I feel like my day-to-day life and childhood rarely come up in games with American settings. Some games do have detailed settings, like Bloodlines's L.A, Mafia II's generalized 1950s east coast, and all the Night in the Woods's, Life is Strange's, and David Cage games out there, but America is so patchwork that I enjoy them for their cultural differences as much as I do for their cultural simularities. <br>
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This is due to an urban vs rural divide, but it's also a regional divide. Writers favor other regions heavily, then limit the South to Louisiana and Florida, which are both geographically southern but culturally divergent with stronger ties to France and Spain respectively than the English derivative Deep South. Wikipedia agrees. In their <a href="https://en.wikipedia.org/wiki/Category:Video_games_set_in_the_United_States_by_state">list of games by state</a>, California, Alaska, the West, and the D.C. metropolitan area dominate American representation. It's not like the Deep South is the most romanticized setting, but there's only 1 <a href="https://en.wikipedia.org/wiki/Wikipedia:Notability">notable</a> game in Alabama for me to compete with, and it's a sports game. <br>
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Really, I just want to put the things meaningful to me and my world in this game, good and bad. Looking around, though, it seems like a little portal into suburban Alabamian life could be novel. <br>
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<h3>what's there to do in alabama? </h3>
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This isn't my first iteration of game world that's more of a personal diary for things I encountered growing up. I spend a lot of my middle school years filling out a GDD for a game named after the fictional neighborhood it was set in. The protagonist was Walker, a girl who she ripped out all the pages of her diary in a moment of grief and set them to the wind. All you did was walk around, watch events, collect diary pages, and do some basic puzzle-solving. There's an entire subdivision to explore, each neighborhood with its own flair and obstacles. As you collect diary pages, you unlock a clearer image of who Walker is and why she was sad. At the time, I was inspired by Tale-of-Tales, especially The Path and The Graveyard, but similar genres have since emerged like walking simulators and whatever those Slenderman collect-all-the-pieces-of-paper games were. The only remnant I have left of the game is an old <a href="https://sixthview.tumblr.com/">tumblr blog</a>. If only Unity went free earlier; I would totally be sharing an broken demo instead of a moodboard with a broken theme. <br>
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<center><img src="/static/img/ent/sixth_view.png" alt="(image: a screenshot of my old game project moodboard. There's flowers, home gardens, fortune-tellers, cute girls, fairy rings, polaroid cameras, and meandering prose about Walker's encounters in her neighborhood. Overall, the writing was meant to evoke Kafka or Sisyphus, like how she watches a boy recreate a Michelangelo masterwork in sidewalk chalk, only for the first drop of rain to fall on it as he finishes the last stroke. Deep stuff.)" width="500" height="551.19"></center> <br>
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Sixth View's gameplay is really basic, the narrative is really linear, and a lot of it is middle school cringe, but there's a tiny glimpse of Lucrest in there. Like Sixth View neighbors, Blessfrey townspeople are going to be drawing with sidewalk chalk, having yard sales, playing Concentration 64 and Big Booty, painting clear nail polish over chiggers, avoiding water serpents in the brook, doing Bible drills, folding fortune-tellers, finding golden orb weavers in their gardens, wondering why pairs of shoes were hung over telephone lines and trees, wearing clover crowns, making sock monkeys, blowing dandelion puffs, finding arrowheads in the river, four square, cutting through cotton fields, and all the stuff I think of when I think of home. <br>
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Last updated January 16, 2022
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