How to
Save the World
Part Three
To pick up where
we left off, the hero has just defeated the first dungeon, which you have just
finished designing for him (or her). Now, the hero has completed his greatest
task yet… but his work is incomplete. If you remember from part two in my RPG,
Lewis Dominick’s objective was two-part (it always is in a role playing game).
His first mission was to find the Flying Emerald. But after he finds it, he
must bring it back to King Aetre at the Diamond Castle.
*This two-part
nature of the assignment is key. Either the hero must have a person to whom he
must report after defeating the first dungeon, or the item that the hero finds
at the end of dungeon 1 must be only partial. This idea first showed up in
video games way back in the very first Super Mario Bros. game, wherein whenever
Mario or Luigi defeated a dungeon, there was always someone waiting to tell
them the sad news that the princess was in another castle. It’s a concept still
used in games today; but it’s not in Lewis Dominick’s adventure, so I just
thought I’d make you aware of it before I go on and never mention it again.
So Lewis
Dominick struts happily through the Northern Woodland, proud that he has just
defeated his first dungeon, and thinking this errand-for-the-king business is a
snap. But when he arrives at Diamond Castle <gasp> something is terribly
wrong! Bombs are flying at the castle from the west. The guards are all making
way for the king to step into a carriage to flee to safety. Before Lewis can
see all that is going on, he is taken aside (and just in time, too, because a
bomb explodes right where Lewis was standing) by a familiar face in a jester’s
outfit. It’s Alexandra Chi, and she’s warning you to get out of there. Now!
Once aside, she and Lewis have the following one-sided conversation.
Ky: Lewis! Am I
glad to see you! Look, I was just sitting quietly in the castle, talking with
King Aetre when all these bombs started falling on the castle. You went to the
Clubland Temple? You got the Emerald? Good. Let’s get to the king’s caravan and
get outta here!
You follow her
to the wagon, and the king invites you two inside before the horses speed off
along the East Road. Then the king talks to the two of you.
King Aetre: Hey,
Lewis, glad you could make it. Look, Dastard decided to attack the castle, and
while I’m thinking we might win the battle, Dastard himself didn’t show up. So,
I’m getting out while I can and supporting an all-out offensive from the south,
where I have my troops in the Heartlands. Just wait, you’ll see. My army will
trample theirs from the south.
Ky: So, you’re
not staying to lead your troops?
Aetre: No, I’m
going to be with my troops, but only when I can lead the majority of them in
attack.
Ky: Pardon my
asking, but I’ve heard about the Heartlands before, and, well, aren’t they,
well, not part of Aetre’s Island?
Aetre: That was
until two years ago, when a good fellow named Hector, then king of the land,
died heirless and left the country to my control, uniting our people. This was
a huge disappointment, of course, to Reginald Dastard, top general of Hector’s
army, who for years had been seeking the throne for himself. So Dastard
attacked my Island, hoping to gain the Heartlands. But when he discovered
Hector’s arsenal of long-range bombing devices, he got even greedier and tried
to take over my whole Island. My army and his were deadlocked until recently in
Obliteration Field. But even I saw Dastard’s one weakness before long: Dastard
could fight and win if he used purely long-range materials. But he couldn’t
defend against an attack that happened right under his nose. So I attacked the
Heartlands, and my troops arose the victors. Dastard Fled to Spade Mountain, a
more impenetrable location, and returned to his long-range victory in Club
Town. Why he wanted so badly to destroy your town, I honestly don’t know. But
he’s trying it again with my castle. Little does he know his troops are in for
a big surprise! See? Look for yourselves.
The two of you
look out the carriage window to see hundreds of the king’s troops ready and at
arms. King Aetre gets out of the caravan and onto his stallion. He turns back
to you and asks if you got the Flying Emerald. Respond “yes” and he’ll tell you
that he could win this war in an instant if only he had the Four Jacks on his
side.
Aetre: The
Flying Emerald is one of the Four. Bring to me the other three. I don’t know
exactly where they are, but here’s the legend: “One lies in the Forest Halls,
one in Hector’s hands. One is kept in the safest of vaults, one in the darkest
of lands.” I trust you two to find me the three remaining Jacks. Can you do it?
You say yes. So
Aetre goes on to lead his army in a charge against the enemy. By morning, they
have pushed Dastard’s soldiers back into stalemate in Obliteration Field. The
only real damage done was that to the castle, but you don’t know that yet. You
are standing by the South Road in front of Obliteration Field with no way to
get back to Diamond Castle or anywhere else without being blown to bits by
cannons and arrows on the battlefield. However, you can (and must) turn to the
South Road and take it straight into the Heartlands.
*Note: A
multi-part task is a trademark of an RPG. It is pretty standard for a role
playing game to have its overall mission be a quest to collect a series of
items, which eventually lead the character to the boss battle at the end.
One of the great
parts of playing an RPG is the freedom that comes with it. While certain tasks
(mainly dungeons) must be completed in a specific order, the hero is free to
wander about the land for pretty much however long he pleases wherever he
pleases, with some notable limitations. These limitations become smaller and
smaller as the game progresses, until at last the hero has access to every
place in the little created universe.
It is also
common practice for the second dungeon to have a special or hidden opening, only
accessible after the hero has obtained a special item. With this in mind, Lewis
and Alexandra cannot immediately go to the Broken Heartlands, the next dungeon;
they must first go exploring Heartlandtown, a busy township, actually a desert
town by a river.
Alexandra’s
first item of business is to buy a new set of clothes. She just cannot stand
being in the sweltering heat in the wool jester’s uniform any longer. You’ll
find new clothes at the Deuce’s Shop for Clothing and Supplies. Ky will go into
the girls’ section of the store, so while she’s there you can take a look at
what’s selling for men. The shopkeeper tells you he has nothing in your size
except a red suit similar to the one you are wearing now. This red suit differs
from you blue one, though; it allows you more flexibility, so a young person
like yourself can perform certain advanced moves, like the triple aerial
twister kick (a combo move). Since you don’t have any money, the salesman tells
you he’d be willing to trade you the red suit for the blue one. Accept, and you
are given the flexibility needed to perform the combo moves of the game.
Also found in
Heartlandtown is the Elixir Bros. Pharmacy, where you can buy a better health
meter for yourself, complete with extra health elixir, kept in a refillable
flask. But you need money to buy this; where do you get the cash?
Well, in most
RPG’s, money can be found almost anywhere—under rocks, in a hole you dig, etc.
In my game, money comes in that form I am sure all of us would like it to be
in: it grows on the trees! All Dominick has to do is climb the right tree and
he can grab up to twenty Alligons at a time. So have fun.
Other sites in
the town include the Town Hall, the grocer, the Heartbreak Hotel, the Dust Bowl
Stadium, and the several houses of Heartlandtown residents, each with its own
little secrets and playing tips to be found within. So go ahead and explore.
Get rich, although you can only hold up to a hundred Alligons at once, and buy
whatever you think will come in handy along the way. Ky will finish her clothes
shopping at the first nightfall after you enter the shop. She’ll wait patiently
for you outside the store until you come to pick her up. Then she’ll follow you
around like always.
*Exploration is
a huge part of all role-playing games. In all, the exploring should make up
half of the potential playing time. While most of it remains extracurricular,
some of it must be crucial to the plot. In other words, require some
exploration of the gamer and the hero. That way, you add to the effort it takes
to beat the game, as well as the suspense; the hero should always be on a
continual hunt for something, however big or small, whether it’s a flying
emerald or a missing shoe.
*Here are some
of the basic items that most RPG’s put the hero on the lookout for:
Now I will
describe the layout of the town further, specifically the other subquests /
miniquests of the game. In the Heartbreak Hotel are several people that badly
need professional help. One man, Carlos, is afraid that mob bosses Alfredo and
Giovanni will come for him soon if he does not pay off his debt, which he
cannot yet do. In another room is a fighting couple, arguing whether or not her
mother from Club Town can come down to live with them. Of course, it’s your
business to tell them the sad news about Club Town’s current shape, but how can
you even get them to listen to you? In another room, the one right above
Carlos’s, is Don Alfredo, who is waiting for Giovanni to show up so he can make
the “business deal” with Carlos. Come here later after you have learned the
“Courtesy Builder” in your codebook.
The town Grocer
sells the local newspaper, but also plenty of pack-and-go food items that could
come in handy if you needed extra energy in battle. In the newspaper stand you
will conveniently find a paper with headlines of the bombing of Club Town.
In another major
site of the town, the Dust Bowl Stadium, several people pair up for a
two-person obstacle course to compete with other pairs for a Championship
Trophy (which could be useful later when you visit other places). You and Ky
can enter the event just by signing up at the door. The competition takes place
once every three days, so you might have to wait a little. If you want some
preparatory notes on the obstacle course, you can always buy tickets to sit in
the stands during the event… but what’s the fun in that?
Actually, there
are a few hidden treasures to be found among the stadium seats, like the Jack’s
Feathers, my game’s special subquest, so everything in the game has a purpose.
Okay, now I’m
ready to go on. Keep in mind, gamer, you can return to these events at any
time, and there is no reason for you to have to complete all of them this
instant. In fact, as with Carlos in the hotel, you can’t complete all of
them now.
When you and Ky
have explored the town to your satisfaction, you next search for the serious
parts of the game (you have to if you want to reach the end). So you go down
the road a ways and you will see Hector’s Castle, the miniature dungeon in the
Heartlands.
In the Town
Hall, several of the King’s troops are discussing how they should go about
attacking Hector’s Castle, the last enemy stronghold in the Heartlands. Go to
this place to find hints as to how you might enter the castle. After you have
defeated the castle, you can return here to get hints as to how you should
access the real dungeon of the land.
*You should
always design your RPG so that there is some place out there where the hero can
go and get game hints in case the player is stumped. This is just good ethical
practice in video games, but it also means anyone who should lose when playing
your game cannot make a good claim that you made the RPG unfairly difficult.
The hardest games to beat in the world can still be some of the best, so don’t
get me wrong; I’m just saying, a game can only be good if the player has a
fighting chance of winning without the aid of a strategy guide.
Until
next time, ciao. I’m sorry I couldn’t end this section on a note with more
action, but it’s all coming up. Trust me. Next, Part 4: The Perpendicular
Universe.