Mar 9, 2024 11:11 am
[ +- ] History of Elder Tales
>>>In 2002 an independent game company released the game Elder Tales into the Asian markets to capitalize on the rise of the new MMO craze. Strong sales and a dedicated fan base kept the brand going strong and slowly expanding the game through regular, at the time, paid DLC expansions.
>>>By 2010, the game had become large enough, and profitable enough, to attract attention across the Pacific. Atharva Inc., a venture capitalist firm based in L.A., optioned the game and brought it over to North America. The game was totally overhauled and rebranded as 'Elder Tales II'. Atharva, in a money-saving measure, rolled several of their failed previous digital projects into the game, including the 'Half Gaia Project' and an innovative real-time audio translator.
>>>Hitting the market at a time when the online space was saturated with a number of popular MMO products, Elder Tales II garnered a respectable market share prompting Avartha Inc. to expand the property by opening servers on every continent with unique localization and server-specific content. Promising expansive new DLC content every two years, Elder Tales II grew and held a fairly substantial international fan base.
>>>Ten years on and Elder Tales II held in the market despite the slow and steady decrease in the number of people playing, and spending money in, the MMO space. The schedule of content release every two years had slipped to every four years though the amount of new content continued to be substantial. The rise of the COVID Pandemic in 2019 and the subsequent quarantine was a desperately needed shot in the arm for Elder Tales II as much as it was for every other form of online entertainment. A new generation of players discovered the rich history and mechanical complexity of such a storied game. With a new, and this time FREE, expansion on the horizon the game garnered a bit of Internet buzz that hyped up the worldwide simulcast release of the new expansion. 'Pioneers of the Noosphere', as it was titled and subsequently misinterpreted as 'Novasphere Pioneers', quickly racked up 20 million pre-download requests for its May 3rd release. To prevent leaks through data mining, the expansion remained locked behind Avartha Inc. firewalls until final release. As live streamed on the Internet prior to launch, some 20 million individual connections were queued at the 13 worldwide server locations awaiting the live expansion launch. Expectations were high for an immediate crash of the more populated servers from so many simultaneous log-ins. Despite all the speculation buzzing around the Internet, not even the wildest of them could've predicted the Apocalypse...
[ +- ] The Apocalypse
>>>The Apocalypse is the term that settled into popular use to describe the events of May 3, 2024, when everyone logged into Elder Tales II woke up in a world that mirrored the game world of Theldesia. Now inhabiting bodies reminiscent of the characters they logged in with, these players are having to come to terms with being trapped in a world that is both familiar and yet very alien.
[ +- ] Zones
>>>The worldmap of Theldesia, the Elder Tales setting, is broken up into Zones. These Zones can be as small as a single room or as expansive as an entire building, swath of countryside or even a Dungeon or Raid Instance. Zones are often nested inside each other, with layers like an onion, changing permissions and restrictions within each separate Zone.
>>>Transitioning between Zones is seamless and often unnoticeable without consulting the User Interface although sudden shifts in lighting and temperature are indicators of having transitioned into a different Zone. However, some Zones -particularly City Zones- announce a transition into them with an extensive 'pop up' that lists the name of the Zone and any allowed or prohibited actions.
>>>•City Zones are the most common type of Zones that characters interact with. With permissions often set to be areas of relative safety, City Zones allow characters to congregate without the burden of being attacked by monsters or dealing with most forms of griefing. Nested inside most City Zones are functional areas that are Zones into themselves; the Guild Buildings, Bank and Cathedral are familiar to most players. Inns provide 'instanced' rooms, for a price, that are private Zones controlled by the 'renter'. Similarly, the Guild Building provides 'instanced' Guild Halls for registered Guilds who pay for the service. These Guild Halls are controlled by the Guild's Guildmaster or designated guild member.
• Wilderness Zones exist outside City, Dungeon or Raid Zones and cover the traversable terrain of Theldesia. Wilderness Zones near cities and larger population centers generally host lower level animals and monsters while areas farther from populated areas are inhabited by higher level monsters/threats and also host access points for dungeons, ruins, raids and other events.
• Dungeon Zones are a colloquial term for Zones that are rife with monsters, traps and other challenges and rewards for Adventurers. Not always underground, as the term suggests, Dungeon Zones can be ruins, forests, buildings or other areas that are usually tightly bounded. These Zones are not as easy to get into, or out of, as most other areas and this is as much a function to keep the monsters inside as it is to keep Adventurers out.
>>>One of the unique features of Dungeon Zones is that once you transition into the Zone you may not be able to leave the same way you came in. Frequently, the exit from a Dungeon Zone is far away from the entrance. This forces Adventurers to traverse the Zone to exit it, braving its challenges along the way or waking up in the Cathedral of overcome. Additionally, some Dungeon Zones prohibit the use of the Call of Home Ability but these are usually high level Dungeons meant for experienced players.
[ +- ] the Half-Gaia Project
>>>With the transition to Elder Tales II, the map of the game world was changed over from the prior cartography to a new world map based on the Half-Gaia Project.
>>>A prior acquisition by Avartha, Inc., the Half-Gaia Project took a digitized satellite map of Earth (reduced to half scale) and cycled through a multitude of monetization schemes to profit from the monumental effort. The satellite map, while through, just didn't have the resolution necessary for things like virtual tourism and the half-scale size ruled it out for destination mapping and the like. The half-scaling also resulted in heavy artifacting that distorted the images at 'street level views' making cities look like apocalyptic wastelands. Avartha, Inc. bought up the Project at fire-sale prices hoping to find a use for it at a later date.
>>> Elder Tales had a limited map and space was becoming a premium for the game and the developers were using novel methods to squeeze every city, wilderness and dungeon into the old map. When Avartha, Inc. re-developed the game into Elder Tales II, they saw the chance to have a map that would theoretically never run out of space. Even at half-scale, the map of Earth provided by the Half-Gaia Project would provide more space that the game would ever need.
>>>Incorporating the new map by dressing up the artifacted terrain with patches of vegetation and addressing the existence of skyscrapers, cars and other clearly modern objects by placing Elder Tales II in the far future of Theldesia after an apocalyptic war with the race of Alvs, Avartha had cinched their vision for the relaunch of Elder Tales for a worldwide audience.
[ +- ] The Eight Good Races
>>>Over the years, Elder Tales II has added to the growing number of playable races available in the game. Beginning with the classic trio of Elf, Human and Dwarf, other races crept in as features of various Expansion Packs. The Race of Ritual (Ritians) and Half-Alvs (not to be confused with Elves) joined the 'classic trio' followed by Wolf-Fangs and Fox-Tails and Cat-Folk to round out what the game called "The Eight Good Races".
>>>Each of the races is given access to a number of unique skills and abilities that add to the particular flavor of gameplay and mechanics niche for which they were designed. While there is no restriction on race/class combination, some races are decidedly better suited for some classes than others. Some players enjoy the challenge of playing a Fox-Tail Guardian or a Wolf-Fang Sorcerer... They may be unique & difficult builds but they're usually memorable.
[ +- ] User Interface
>>>The basic interface of Elder Tales, when it was a game, was a standard point & click contextual menu system in a player's monitor screen. After The Apocalypse, the "UI" appears to the user as a holographic display that overlays their surroundings. This far, only the User is privvy to seeing the UI and the only way anyone else might know someone was using their UI is the telltale gestures made to use it. The UI now functions as a sort of interactive "touchscreen" hologram.
>>>The layout is the same for everyone, presumably, and begins in the center with a large icon for their Class surrounded by four nodes (upper and lower, left and right) that each open the most commonly used menus:
• Upper Left is the Communications Menu that houses a User's Friend List and the TeleChat functions can be accesses from here.
• Lower Left is the Skills & Abilities List that stores every Action, Skill or Ability available to a character. It can be used to queue up a string of Actions or to check on the availability of those Actions but it is considered quite a bit slower than just using the Skill, Ability or Action through trained natural reaction. 'Grayed out' menu selections are blocked from use in some manner (usually by restrictions placed in the Zones.)
• Upper Right hosts the Player's Personal Inventory drop-down. From there, a player may check the stats, status, durability and other information about an item directly worn & equipped by the Player. This covers the Inventory locations corresponding to: Head, Torso, Legs Right Arm/Hand, Left Arm/Hand, & Accessory.
• Lower Right is where a Player may check and sort the Inventory contained within their Magic Bag. Much like the Personal Inventory menu, it allows someone to check on the quantity, quality and information about any Inventory Item they carry in their Magic Bags. A specific item may be retrieved from a Magic Bag by either selecting it from this menu or mentally calling for it when putting their hand into their bag and pulling the item out.
>>>Further informational windows ring what once would've been the 'edge' of the monitor but now hang in mid-air at the edge of a player's vision.
• Logout This button hangs at the upper left corner of vision. Tantalizing, and ever-reminding of home, this button is solidly grayed out and unresponsive.
• Personal Status
>>>A collapsible menu, the Status Box gives you the minimum details about yourself when shut (Name, Class, Level, HP/MP as graphical bars) but when expanded give much more detailed information including exact numbers for HP/MP, current Zone location, current Server, any lingering Status Effects, Height, Weight, Race, SubClass, etc. A one-stop shop for everything you'd need to know about yourself.
>>>In Combat, you may access your Party Members' Status Boxes and arrange them in your visual field to keep tabs on their condition and HP/MP levels. Incidentally, this box also displays a scintillating 'up'
Arrow when you've Levelled Up. Touching the Arrow opens up the Levelling Menu.
• SubClass Located at the edge of middle right side, this drop-down menu contains the Skills, Actions and Abilities of a character's chosen SubClass(es). Known Recipes can also be accesses from this menu in case you wanted to check the materials/tools/conditions necessary for crafting. Recipes lacking the requisite materials, tools or conditions are grayed out, making selection easy at a glance for items currently available to craft.