The Game’s mantra is “Reality plus” all players start out with no virtual enhancement. they have to earn them. Tools and weapons are the most valuable here, though most players find old habits die hard; many items get kept and improved upon, even though much more permanent personal powers could be added. Within The Game players are allowed to use any outside knowledge in playing; however they quickly find that the concrete rules they are used to are more fluid within the virtual realm. some things are skewed or abstracted so knowledge within the game can’t be used out of it. others are entirely fictional, added for seemingly wonton reasons. the game is subdivided itself, with different areasand genres. While some are intensely strict, others have limitless possibilities. Usually the realms are somewhere in between.
Quests are ever changing, and they can only be finished once, and usually have a time limit. Thus many groups end up in competition, and some in full blown fights. Within one area, everybody can see and interact with everyone else. All ‘non player’ characters are actually actors, so quests aren’t the railroaded story lines of the early 21st century MMO’s. The world is dynamic, with all the fluctuations of a real place; most of which is largely determined on the successes and failures of players. Quests are given an importance rating – ranging from 0 to 10: I0 meaning you get the reward and that’s it to I10 being the entire realm will be affected. Most quests are given a recommended level to play, and will be added to the importance rating. For example, one quest would be refereed to as “6I4” meaning a level 6 party can beat it and it will mean a lot to the person giving the quest along with close friends and family, gaining influence with them.
There are no icons indicating status, such as merchant or quest giver. Players are encouraged to engage NPC’s and talk openly with them, and to socialize as they live their lives in the virtual game. Being more than just a game, players often spend their entire free time here even when not questing. Players such as this often get rewarded by NPC’s coming to them exclusively about a quest.
Personal relationships are a big influence on the type of quests come a players way. While a strong character might be able to get the job done in a breeze, an NPC might choose to ask the player that goes beer for beer with him in the pub. There is no master list of quests, some come and go without a single player finding out about them. Other, mostly more important ones will come in the form of a general announcement either by a speaker or an email or a message on the wall, depending on the genre. Also is such, like in real life, places that are the go to area to find work, though its general knowledge that those types won’t be the kingdom saving quests.
With the dynamics of quests, it’s an oddity that sometimes a quest can be finished before it becomes a quest. The most obvious example is a kidnapping, in the game it happens in real time. a player can actually witness it and foil the attempt, thus a quest that was intended to be a hostage rescue turned into something quite different, and also easier. A would be kidnapper would be much harder to deal with after hes hidden his captive and is safe in his personal lair. Some of the more sadistic players will watch this prequest out, knowing the rewards will be greater if they do the quest all the way through.
thats it for the first installment on the nature of “The Game” ill be adding more later