Chapter 17
#17 Chapter Developer’s Game Strategy
When was it?
I once came across a rather interesting strategy post in a game community.
[The reason this game lacks a proper main story is that the NPCs feel like real people.]
[Why is that? Let me give you a simple example for clarity.
Let’s assume you’ve received a quest to eliminate a goblin lair from Village Chief A.
You rolled and tumbled in a cave until you wiped out all the goblins, then went back to the chief to collect your quest reward, only to find him dead and his house stripped clean of even a single coin. Another player killed the chief and looted his wealth.
The quest you were on just vanished into thin air, and so did your reward.
Or consider another possibility.
Let’s say you built a friendly relationship with a specific NPC by gifting them every item available.
However, another player besides you was also showering that NPC with gifts, and the quantity and quality of their offerings surpassed yours. As a result, when you and that player made requests at the same time, the NPC prioritized the other player’s request over yours.
In a typical MMO RPG, such scenarios couldn’t happen.
That’s because from the player’s perspective, each NPC is bound to them.
Whether Player A makes an NPC their ally or kills them, it doesn’t affect Player B. After all, Player B has their own NPC. Even if they’re the same character, it doesn’t matter.
Logically, it’s a strange situation, yet it’s almost never properly resolved in-game.
If I had to explain why, it’s simply because ‘it’s a game.’ It’s convenient like that.
But Beyond Elysion is different. NPCs here exist and react like they’re in the real world.
Let’s assume there are 100 players, and they all approach a specific NPC simultaneously.
In a typical game, that NPC would seem to react only to ‘my’ words from the player’s perspective.
However, in reality, the NPC responds to each player simultaneously. It’s just that from my viewpoint, I can’t see the NPC reacting to other players.
Now, let’s theorize a similar situation in real life.
Imagine 100 people simultaneously trying to talk to a civil servant.
That civil servant would likely have them draw numbers in order and respond to each one in turn.
If someone were to criticize that civil servant for not addressing all 100 people at once, that person would be crazy.
What I meant when I said the NPCs in Beyond Elysion exist and react ‘like reality’ is exactly this.
And in such situations, it’s extremely tough to have a ‘main story’ that all players can share.
You see, allies and enemies don’t simply appear or die according to a set narrative; they act and live as a single entity through countless player interactions, so there can’t be a definitive storyline.
To be frank, it’s a highly unreasonable system in terms of ‘gameplay.’ But at the same time, I think it’s an exceptional system for ‘virtual reality.’ It’s that immersive.
So let me emphasize once more, don’t act recklessly around NPCs. I wouldn’t stop you if you want to be chosen as the worst player among the countless NPCs who remember you.]
The author of the strategy post evaluated the game quite favorably, but in fact, Beyond Elysion’s system was heavily criticized during its early days.
Even during game testing, suggestions to fix this came up multiple times.
But our older brother guy disregarded all of that and stood firm in his stubbornness. He wouldn’t listen to me on this.
Instead, what he implemented was the ‘Task’ system.
The term sounds grand, but when you think about it, it’s just a regular quest system.
The only thing that distinguishes it is that the ones giving the quests are the gods of the Divine Temple.
Since they’re gods, it’s not strange for them to speak with multiple players at once, and trivial items like a rats’ tail bunch or an orc’s right hand can be offered as ‘tributes.’ Direct rewards from the heavens to players, so it won’t be influenced by other players.
This is why, right from the game’s start, seasoned players would all ignore NPCs and rush out.
It’s simply more efficient to quickly fulfill the tributes required by the tasks rather than engaging in conversations with NPCs to progress the storyline; that’s the standard play in Beyond.
However, there’s one thing players overlooked.
The fact that NPCs aren’t bound to individual players means they can also operate as a faction.
And the notion that NPCs have ‘human’ qualities implies they can be utilized in ‘human-like’ ways.
“Stop right there, Outsider. This is the domain of the Lord.”
I approached the building managed by the lord of the starting village, Arkhaia. Soldiers clad in silver armor crossed their spears in an X-shape to block my path.
Their levels were extremely high.
Not just them, but the NPCs in the main cities generally have high base levels and combat abilities. Even town blacksmiths or shopkeepers are often retired adventurers, thus described as having high combat prowess.
If not, players might just kill shopkeepers and loot all the rare items.
You think that wouldn’t happen? There was someone who did exactly that among the beta testers.
Anyway, for these soldiers to be physically beaten and let me through is nothing short of impossible.
Even if I tried sneaking past with some stealth skill, they would find me like a ghost and toss me into a dungeon.
But as I mentioned before, their way of thinking is very ‘human.’
Draping the robe I purchased at a shop along the way, I spoke to the soldier in a serious tone.
“Guard Hans. You seem to be pondering how long you must continue your duty as a soldier. Those who urged you to change jobs may appear as a respectable mercenary group, but they are involved in serious crimes. I recommend against joining them.”
“Wh-what?”
The guard Hans looked bewildered at my words, and his companion displayed a puzzled expression.
I then addressed the fellow soldier beside him.
“Guard Pirion. You’re still held back by your past regrets. But fret not. Your younger sister, whom you couldn’t save, does not hold it against you.”
“How did you…!”
Before the soldiers could regain their composure, I quickly continued.
“There’s no need to be surprised. The great gods pay more attention to the world than you might think. I’m merely receiving pieces of that information.”
Upon hearing this, Hans and Pirion inquired politely.
“Are you… a prophet?”
“I’m just a messenger of the great ones. Compared to true prophets, I’m merely a girl with inconsequential abilities.”
Of course, it was neither prophecy nor anything like that.
I simply knew the ‘settings’ of the two standing before me.
However, to them, I must appear like a credible prophet.
“I have messages for your lord. Can you guide me to them?”
“P-Please wait a moment.”
They appeared flustered as they relayed my words within, and shortly thereafter, access clearance was granted.
Before entering the building, I scouted the surroundings once more, and now I could see players leisurely revealing themselves in the vicinity.
They were surely at a loss for what to do, wandering through the city aimlessly.
There might come a time when I’ll need to extend a helping hand to them, but at least, that time is not now.
Ignoring the players, I stepped into the mansion.
“The lord of Arkhaia, Aurelia, speaking. Prophet, you say you have something to tell me. What is it?”
I was greeted by a woman with bright blonde hair, reminiscent of an aristocratic lady who bore an air of haughtiness.
She had strong self-confidence in her abilities and combined both coolness and composure as a ruler.
Unlike the soldiers and attendants, who seemed almost bewitched by me, her demeanor was respectful yet condescending.
But I was only too pleased to see that sharp demeanor.
After all, she was the NPC I actively designed to attract players’ attention early in the game.
Just by her looks, you could tell I had put a significant amount of my taste into her, and instead of discomfort, I felt a welcoming warmth.
Nonetheless, being grateful is one thing; I had a job to do.
Sorry, kiddo. I’m going to need to use you a bit.
“Aurelia. The gods have spoken. In preparation for the great tide approaching, Arkhaia must obtain a greater power. I have come to tell you how.”
“A greater power, you say?”
It seemed my words were unexpected; Aurelia’s eyes widened slightly.
“Indeed. This city, and you who govern it, must acquire stronger power to rival the esteemed ‘Reincarnation’ and ‘Lust’.”
“…Me, among them?”
While Aurelia is an important NPC, she ranks somewhat lower compared to core NPCs like Iris, who enjoy global reputations.
Yet even as she pretended to remain uninterested, her eyes began to sparkle at the thought of being placed alongside such figures.
“We don’t have time. We must quietly select elite soldiers and move without drawing attention from others, before the existence of the treasure becomes widely known and falls into the hands of those evil doers.”
“W-wait a moment. Telling soldiers to move suddenly is…”
“It seems you still doubt the words of the gods. Very well.”
I slowly removed my robe, stating.
“The cursed princess of Ireon. An opportunity has come to gain the power to take revenge on the country that abandoned you. Will you ignore it?”
Aurelia’s eyes widened.
She lowered her head toward me as if trying to suppress the surge of her emotions.
“I will act as you wish, Prophet. Where shall we head?”
At Aurelia’s words, I pointed to a location north of Arkhaia.
“The Black Wind Forest. In its center lies a treasure that will strengthen you.”
Recommended level: 30 or higher.
If played normally, players focusing only on level and gear would need about three days to even consider challenging a region of such danger.
However, Aurelia showed no sign of hesitation, readily accepting my words.
After all, her level is 43.
She could easily solo clear not just the Black Wind Forest but also the hidden dungeon within.
The reason I advised bringing other elite soldiers along was simply a precaution against any potential unexpected attacks that could instantly down me. To clear it, Aurelia alone would be more than enough.
So, what’s next?
For now, let’s aim for the level high enough to bring out the older brother guy.