Of All Things Real

(From the prologue to Of All Things Real)

Both of my parents were killed when I was 14 years old. I could say murdered; that is what it felt like. But there was no plotting, merely opportunity.  They were victims of a roving band of men at war with another roving band of men. That was a dark time. A time before we understood magic.

After their deaths, I had no reason not to wander the world. It was so much larger than I had believed, and full of stories. I assumed that many of these tales were too fantastical to be true. I learned otherwise in a small village. There I saw a helpless woman, tied to a stake and surrounded by shouting men and women. She screamed in anger, focused her fury — and the flames at her feet engulfed her persecutors in a fiery explosion. She called the fire as a sheer act of will. I saw it with my own eyes.

That event set me on a pilgrimage of sorts. For years I tracked down every mad rumor I could find, recording everything I could about the ones I found were true. The true stories all had one element in common. Like that woman, the person responsible for each miracle or curse had previously suffered some sort of injury or trauma, placing them in a coma for a short period of time.

I worked for months, using the skills I learned from my parents, to create a mixture that would put me into a “recoverable” coma of my own. I finally succeeded. That is how I discovered magic — how to touch it, how to control it.

It took many long years to understand why this state was the key. Understand that we are made of three parts: body, soul and spirit. The spirit is our identity and consciousness; the soul is the tether that anchors the spirit to this world. When a person dies, the soul releases, allowing the spirit to move on. However, when a person is in a coma, the soul is tearing. It is caught between letting go and holding on. When this happens the spirit will sometimes brush the edge of the heavens, opening a rift of sorts. This rip in the metaphysical fabric creates a conduit that allows the powerful essence of the heavens to flow into us, filling us like a jar of water.

From this discovery I would later determine three key truths about magic that would shape the world’s fate:
1.  Not everyone has equal potential. It depends on how you are made. Not everyone can run quickly, not everyone can jump high — not everyone can develop magic, and not everyone that can develop magic can truly master it.

2.  The rift itself is like a muscle. It can be flexed, exercised — made stronger.

3.  I had just scratched the surface of the scale of potential power. There would be many, many people capable of much more than me. If they didn’t learn how to use it, they would go mad. If I didn’t act, this madness would summon a great darkness, one that would swallow the world.

That was the core of the discovery that would bring magic into our hands. As I write this, it was a long, long time ago. So long, it almost seems like a dream.

I’ve talked about the inspirations that set me on the road to beginning this project; now I’ve shown you a fragment of the game we’re building and the world that houses it. Next, I’m going to step aside for a bit, and let some of the other people hard at work on our game talk about what we’re making and the processes we’re using. I hope you enjoy the discussion.

Michael McMain

Influences: Dark Souls (Xbox 360)

Obviously if Demon’s Souls is going to be here, Dark Souls has to be.  This was a very different game than the first, but nearly the same as well.  One great thing this game had was a single, seamless world.  If you never played this game, or the one that came before it, you must go get it.  I’ll try not to spoil anything here.  This game is currently my all-time, number-one favorite game I have ever played.  The feeling of death waiting around every corner is chilling.  As you play the game, you repetitively run each area over and over, dying less and less, and learn it.  Now the really interesting thing to me is, I HATE games that use death as a mechanic to learn levels.  It is one of my arguments against most games that “surprise you” with death waiting around the corner.  However in this game, it works.  That is because they incorporated player death into the experience of the game.  Dying is a part of the fun.  It isn’t a load screen; it is literally an element of gameplay.  And it works.  As you become comfortable in an area and can run it flawlessly over and over, you feel really good about yourself.  You feel in command.  Then, you open that fog or step through that threshold into an unfamiliar level and the terror takes hold again.  You have no idea what to expect!

I remember vividly the sense of utter despair I had when I was heading to the swamp.  I had just made that first campfire in rickety Blighttown.  That was such a cruel area.  All of those tight bridges you had to fight on in the dark.  I wanted out.  I wanted to be back at the safety of Firelink Shrine so I could go anywhere I wanted.  I wanted OUT!  But there was no way.  Going back?  Damn.  I had no idea how to get back.  I mean, I felt I knew it coming in.  After all, it took me about 6 tries to get here.  But what the hell was it going to be like facing those enemies in reverse?  No, that meant a ton of backtracking as well.  The only way was forward into the unknown.  More bridges, more death, then the swamp.  And it looked huge.  I had no idea how long it was going to take.  It felt like it would be hours – and it was.  I recall, quite vividly, standing there, by that campfire, about to head into the dark maw of death for my 6th time, and for some reason I looked up.  Way up there, I saw sunlight.  As I stared, I saw the bridge I’d fought on what seemed like years ago.  I recalled those days, fighting Black Knights and hollows.  I used to think that was hard.  I used to think that was scary.  But no, now I know.  Now I’m in the belly of the beast and I can’t get out.  There are people up there.  If only they could hear me.  If only they could know that I needed someone to come save me.  It was chilling.  Then, determined, I donned my mantle of a true hero and I set out to conquer the impossible.

You know what?  I have a ton more games I could talk about.  However, next week I want to talk a little about Lichdom.  Yes, next week I am going to tell you a little bit about my game…

-Michael McMain

Influences: World of Warcraft (PC)

WoW is a very polarizing game.  But any epically scaled MMO has great things going for it.  My most memorable moment was when we killed the Lich King for the first time on 10-man.  I played an affliction warlock, Khros, for nearly my entire WoW career.  Yep, you guessed it, spell caster again. In this particular part of my career we were struggling to beat what was, to date, the most complicated boss fight in WoW’s history.  It was kind of a “put 5 different boss mechanics into one boss” kind of boss.  We got him down to about 25% health, and people started dropping like flies.  Before you knew it, there were only 4 of us left, me (DPS, obviously), two tanks and the healer.  Everyone on vent was saying “Come on Khros, you can do it!”  I thought they were nuts, but that didn’t stop me from trying.  When we hit 15% health the healer dropped.  I didn’t know the healer had spent most of his time sucked into Arthas’ sword before he died.  I have no clue how those tanks stayed alive.  At 15% everyone was screaming “Khros, Khros, Khros” in vent.  Then, at 10%, we all died and I thought “Crap!  So close!  I thought I had him”.  I was so caught in the moment of pure epic fantasy that I forgot 10% was his death!  We beat him.  We talked about that moment for weeks!

As a spell caster, one thing that really impressed me about WoW was how much work they put into each class.  The warlock was definitely the most interesting class for me – and I played nearly every one to max level.  The way spells synergized and the management of stacks was, to me, very interesting.  Any game that can have that amount of theory crafting come out of the public community is doing something right – in a really big way.

-Michael McMain

Influences: Demon’s Souls (PS3)

A good friend of mine, Craig (who is also our producer) told me about this game.  He said it was considered one of the hardest games you will ever play.  That made me immediately want it.  I mean IMMEDIATELY.  I went to the store right then – one of the perks of being the boss – and got it.  What a deep, immersive experience that was.  The world felt alive – even though it was mostly dead of course.  The game had some buried content in it.  Worlds could be pushed to either a black or white tendency.  Only on reaching pure-white or pure-black would you see certain bosses appear that would get you certain loot.  The boss fights were very well done too.  I remember fighting that second boss fight – the Tower Knight – took me about 10 minutes to figure out.  That might seem excessive, but I loved the fact that for that entire 10 minutes I was playing, running, testing, staying alive and – eventually winning.  That is a lot more fun to me than looking at loading screens!  This game also has the most enjoyable PVP elements I have ever seen.  I am not normally that keen on PVP in a PVE game.  Still, it was pretty exciting to see “XXLegionXX HAS INVADED AS A BLACK PHANTOM!”  That made your heart race!

I remember showing some guys at work the game.  This was in the early, early days of Lichdom when it was just barely an idea in my head.  I invaded another player’s game in World 2: Stonefang Tunnel, and we started fighting.  He was in heavy armor and I was, of course, a pure mage.  I took a big hit early.  So big, I thought I would lose.  So I ran deeper in to the dog room.  Do you remember that one?  Once you clear the general area and the crusty stuff on the dog room’s door is broken, you can lure the dogs out one-by-one.   On your first time through, however, the dogs break the crust and come rushing out as a pack.  Dogs were vicious in that game.  Vicious! And when I got there, the crust was unbroken… So there I was, standing behind those goblins, with 6 people sitting around me watching, as I whispered “Come on, a little farther, come on!”  Sure enough, he inched one step too far.  The dogs came rushing. I charged, hitting with all of my magical might, and he went down.  The whole room erupted in cheers!  The cheering wasn’t for me — it was for the game.  The fact that the game allowed you to have this incredibly exciting one-on-one experience really made it unique.

Another fond memory in that game was invading another player’s Old Monk.  What a great mechanic that was.  Invade another player’s world as the final boss, beat them and get a highly coveted spell-caster hat.  Granted, you didn’t want to show that hat to your friends (it looked somewhat silly), but what an incredible idea!  Our fight took almost 20 minutes.  Dancing, rolling, hitting.  Epic!  Then, after 20 minutes I finally beat him and got the hat.  Keep in mind, that player spent about 30 minutes – give or take depending on his experience with that world – to get to that boss, then fought me for 20, only to be defeated and have to start all over again.  What a cruel but wonderful game.

I realize that I have stressed some serious PVP action here.  Lichdom currently contains no PVP content.  The only reason I stress it here is that they did something unique with it.  Many games develop PVP content.  However this game made the PVP part of the PVE experience – optionally of course.  You could always avoid PVP by either playing offline or staying a spirit as much as possible.  I like games that take a unique approach and successfully deliver on that.  It is what we have tried to accomplish.

-Michael McMain

Influences: Everquest (PC)

EQ is an interesting one.  Of course, it had a lot of problems, but buried in that game are some real gems.  The first, for me, was just after I created my initial character in the town of Qeynos.  I walked to the docks — stumbled, really, as I didn’t know what the hell I was doing — and I saw another character go walking by.  It was a low-level enchanter with his “floating shield and dagger” pet in tow.  I was mesmerized.  I understood that there was more to this game, this world, than my brain could comprehend.  Another cool moment that stands-out is when I tried to hide from the Dark Elf during a train in South Paw (what was his name?).  I was charmed, killed two friends and somehow in all of that chaos, I lived! Again, this made the game feel huge to me.  One final memory I have is killing my first dragon.  What a rush.  There were a lot of less-enjoyable, artificial mechanics you had to employ – spamming chat for heals, 30 minute buff queues, etc.  However, the sheer human effort it took made me feel like, for the first time in my life, I actually killed a dragon and it was truly dead!  Well, it was dead for a few days anyway!  It is amazing what was accomplished back then before people could all talk on Vent.

-Michael McMain