As a game developer, I can’t help but feel like I’ve stumbled upon a hidden treasure trove with Erenshor. This project, born from the mind of a passionate creator, has captured my heart and imagination in ways few games have managed to do.
Describing Erenshor is like stepping into a world that defies convention, where elements such as “single player” and “MMORPG” seemingly don’t belong together. Yet, solo developer Brian “Burgee” has miraculously made this unlikely combination work. Erenshor can be seen as a heartfelt tribute to classic MMORPGs like EverQuest, emphasizing exploration, discovery, and adventure. Its innovative single-player design holds a strong allure for gamers who cherish their memories of the EverQuest era but find themselves unable to commit time to the ongoing MMO for various reasons.
Erenshor stands out due to its meticulously designed SimPlayers, which mimic various gamers that Brian has interacted with during his multiplayer gaming journey. These SimPlayers engage in quests, level up, acquire gear, team up, and even converse among themselves autonomously, without the need for direct player input. Each SimPlayer boasts a distinct personality and playstyle, and their reactions to the player can change based on the player’s actions. This creates an astonishingly realistic portrayal of an MMO community atmosphere, minus the negativity, time constraints, or social obligations often associated with these online communities.
The free Erenshor demo is available now on Steam.
In a recent chat with Brian “Burgee” from Burgee Media, Game Rant explored the special features of Erenshor and how it addresses common challenges in the MMORPG genre. Brian shared insights on designing SimPlayers’ interactivity, managing dungeon content, and for the first time, gave a sneak peek at what the endgame scenario for Erenshor will be (the conversation has been shortened and simplified).
How Erenshor Appeals to MMORPG Fans
A: Why did you initially decide to develop a standalone MMORPG? Was this driven by your own preferences, an attempt to satisfy an unmet demand, or perhaps some other reason?
A: It’s a long story. I grew up playing EverQuest back when it came out in 1999. I was like 13 years old, I grew up rural, so I had the crappiest internet you could imagine. I had to play the game solo. If I was in a group, I’d lag out. If I was in a raid, I’d lag out.
Since then, I’ve been yearning for a standalone version of EverQuest. I kept thinking, “If they ever release one, I’ll definitely grab it.” However, it seems like that never happened. Interestingly, as you pointed out—you were also searching for similar games online—and all I could find were others expressing the same desire. Four years back, I made up my mind to take the plunge and create it myself.
Q: Could you lay out the broad strokes of Erenshor’s setting and lore?
In the narrative of Erenshor, they find themselves exploring a recently discovered continent, a place drawing adventurers that appears strikingly similar to a sacred land mentioned in ancient religious scriptures. It seems this terrain could be the cradle of the world’s history, where deities are said to have wandered and left their imprint upon the earth.
The character arrives at Stowaway’s Step, a small demonstration island, during a time of upheaval on the land. All newcomers are detained here, and the player must devise an unofficial escape plan from this island. Upon reaching the mainland, they start to unearth the concealed past of the world, but the character isn’t portrayed as the hero in this narrative. Instead, they’re learning about and experiencing the world without directly influencing its events—at least not initially.
Q: How did you approach Erenshor’s world design and biomes?
In Erenshor, you won’t find snow biomes as they were intentionally left out due to my personal preference. However, there’s an array of different settings: an island, a swamp, a desert, a forest, an enchanted forest, and haunted caves. This continent offers quite a mix, ensuring that players will encounter various environments.
Q: What problems do you feel are addressed by translating MMORPG to single-player?
A: Was the primary user supposed to be a busy gamer, correct? I have children and a full-time job, so playing MMOs in large chunks of time isn’t feasible for me anymore. That was the intended audience, and it’s the challenge I aimed to address. This feature allows you to log in, manage your character, and grind without needing to dedicate several hours at a time.
It’s fascinating to see those who enjoy massively multiplayer online (MMO) games yet prefer solitude expressing their enthusiasm. They exclaimed, “This is perfect! This is fantastic!” Their response took me by surprise, but I’m glad it meets their needs.
As a devoted cinephile, I’d say one of the standout features of Erenshor that truly sets it apart is its SimPlayers. So, how do I craft each of these distinct virtual actors? Well, my process involves a blend of creativity, technical skill, and a deep understanding of human behavior to bring life to each unique SimPlayer on screen.
In the demonstration, each character is modeled after individuals I used to play with years ago. I’ve accurately captured their unique traits. For instance, the one who constantly speaks about himself in the third person and loves role-playing, or the one who’s downright rude and even lists in his character bio that he dislikes someone else – all these characters are inspired by real players I’ve encountered.
For those who’ve gained access to the complete beta version of our game, there are around 100 SimPlayers integrated within it. Most of these characters have been assigned a personality type and pull dialogue from a pool, enabling them to speak in an appropriate manner. Unlike the demo where each player is individually scripted, this system works efficiently. I’ve included a special feature for early supporters of Erenshor, offering them the opportunity to create their own SimPlayer. I’ll provide them with a template featuring various dialogue options, allowing them to write as many lines as they desire. Once completed, I’ll incorporate their creation into the game, immortalizing them as a SimPlayer. I’m eagerly anticipating implementing this feature soon!
Question: For each SimPlayer, there is a unique playstyle. Could you explain your strategy when dealing with differing skill levels and their interactions with the player?
In my game design, I’ve established numerous factors hidden from view that influence the behavior of the SimPlayers. For instance, these factors determine the level of their greediness when items appear, how patient they are before initiating healing spells, and other similar aspects.
Interestingly enough, one of the most frequently desired enhancements is to make these characters behave more authentically. Users often request features like SimPlayers taking breaks without notification or becoming angry and allowing you to perish. I’ve been working on incorporating some of these elements for our test group, and they’ve come back reporting issues. They’d say things like, “My SimPlayer isn’t nursing itself,” or, “My SimPlayer is just standing there, gazing at the wall.
Despite people’s fondness for realism, escaping the troubles common in MMOs is often the goal, isn’t it? The SimPlayers are quite adept at their gameplay, always available online, and they don’t tend to abandon others. This method has been generally well-received thus far.
Question: Could some production studios opt for generative AI instead of manual creation for a concept like SimPlayers, while Erenshor’s creations are entirely handmade. What are your opinions regarding this technology in relation to something like this? Do you contemplate using it yourself, or do you lean more towards the traditional, hands-on approach?
A: We’re aiming for an ambitious target. There’s a section of code that I’ve temporarily disabled, which reads “‘Integrate generative AI here‘“. However, from a practical standpoint, it’s quite challenging at the moment. Users would be responsible for purchasing tokens, and the SimPlayers could quickly consume those tokens during their natural conversations, potentially draining their funds.
Currently, very few individuals possess the necessary hardware to operate it on their personal computers. The idea of defining an AI’s personality and letting it explore freely sounds exciting, but there are other factors to consider. For instance, this game is designed for family-friendly audiences. Since you can’t predict everything an AI might say, I want to assure potential players that it’s suitable for kids. They may not be able to play a typical MMO, but this one is safe and kid-friendly. I’ve developed it myself, so I know what content it contains.
Currently, AI seems somewhat like the Wild West, unregulated and chaotic. However, I’m confident that eventually, someone will develop a kind of ‘mod’ to tame it. For now, though, there isn’t any official support available.
A: How do you handle teamwork during dungeons with SimPlayers in a game setting? To illustrate, in multiplayer online games, some players may end up standing in fire, while others excel.
To create a script for every character and scene in the game for NPCs, I also need to develop unique interactions for SimPlayers. While they may not perform flawlessly, it’s a delicate balance between what’s acceptable and entertaining. For instance, if you invest two hours reaching a boss, only to have your party wiped by a SimPlayer – that wouldn’t seem fair as it was beyond your control. Usually, they don’t interfere in such a way. Instead, they guide you through the dialogue, using group chat to provide advice like, “Watch out, don’t stand there,” or “Move over here.
I strive to achieve authenticity by letting them instruct and direct you during the interaction. Ideally, they won’t lead to your disadvantage.
Q: Do you find it difficult to create boss encounters that mesh well with the SimPlayers?
It can be challenging, particularly with the positional aspects such as “You should stand behind him here.” After all, a computer doesn’t handle these kinds of tasks for humans, correct? And you don’t need to allocate resources to manage 10 other characters because they are handling those tasks independently within their own minds.
As I delve into the intricate world of movie creation, ensuring that the SimPlayers exhibit authentic behavior rather than simply sprinting to their destinations becomes an intriguing challenge. The most taxing aspect of this creative journey undoubtedly lies in crafting believable and immersive boss encounters. It’s a delicate dance between making these moments enjoyable and rewarding, yet also maintaining an engaging experience that keeps players hooked.
Discussing the process of defeating bosses and groups in Erenshor, could you share your perspective on the idea of repetitive combat, often referred to as ‘grinding’? While it can be enjoyable to grind a bit for a valuable item, nobody enjoys spending an entire day hunting common enemies like boars.
You don’t really need to kill a boss multiple times for essential quest items or progression. Repeating this task can be enjoyable when you’re playing with friends and socializing, but it becomes tedious when you’re playing solo, especially after the second or third try.
In other words, certain top-quality armor items and enjoyable loot are hard to find as they’re infrequent drops from common enemies. If you’re up for the challenge, you can hunt them down, but it’s not necessary if you just want to finish the game.
I remember camping for items for days on end. Yeah, it’s in there—you can do it if you want—but it’s not essential.
A: Developing an MMO (Massively Multiplayer Online game) requires significant effort. Could you mention some of the most daunting hurdles experienced during this process? Did any aspects turn out to be more challenging than initially anticipated to perfect?
Maintaining focus has been crucial – preventing unnecessary features from complicating the game beyond its intended scope. So far, knock on wood, the development process has run very smoothly. The testers have been fantastic – they’ve found bugs promptly and we’ve managed to fix them quickly. It’s almost unbelievable how smoothly things have gone. I had a clear plan from the start, and I’ve managed to follow it closely. However, the most challenging part will be releasing it to the public – it’s nerve-wracking to reveal a project that I hold so dear.
Q: How close is Erenshor to your original vision? Has the game evolved in unexpected directions?
A: We aimed to create an experience very similar to that of the original EverQuest. Our intention is for players who are familiar with EverQuest to feel right at home as they dive in, making the learning curve minimal. This was our primary objective.
From the beginning, the game was intended to be challenging yet reliant on the player’s intelligence. This concept has guided me throughout the development process. In fact, I jotted it down in my notebook: “Trust the Player.” After all, if they can understand and navigate the game design, they can certainly conquer it. So far, this method seems to be working quite well, as the response from players has been extremely positive.
How Erenshor Tackles Its MMORPG Features
Question: What sources inspire the diverse gameplay elements found in MMORPGs, and how does the game Erenshor reflect your preferred traits of an MMO?
A: This game doesn’t guide you step by step, correct? You mentioned trying out the demo a bit. To progress, you need to study the story documents, interact with characters, and figure things out on your own. There are no quest markers or maps to follow. Instead, it’s reminiscent of the old-school gaming approach, where the player is trusted to understand the game. Essentially, they will find their way.
The objective is to capture the essence of traditional gaming while giving it a contemporary twist and making it universally approachable. Moreover, ensuring its safety for family-friendly environments as well as those players who prefer not to engage in voice conversations has always been our intention.
As a fan, I must admit that EverQuest has left a lasting impression on me. In my own projects, I’ve made a conscious effort to steer clear of certain aspects that might not resonate with players as effectively as they did in EverQuest. For instance, I’ve learned from its complexities and have aimed to streamline the gameplay experience to make it more accessible for newcomers. However, I also recognize the value in maintaining some of its unique elements that made it so special to its dedicated community.
A: I eliminated the death penalties because EverQuest was extremely tough. You know—you’d waste days of work, which isn’t enjoyable at all. It might be beneficial if you have a subscription-based system and aim to get players to pay for another month, but in this case, I didn’t want that.
Your punishment now is running back and trying again. There’s been a big request for a hardcore mode where your character is deleted if you die. I’m going to honor that request, but it’s definitely not going to be the default option. Those are the big changes. It’s a friendlier game. It’ll still beat you up and send you back to your bind point, but it’s not going to punish you too thoroughly.
Q: A large draw for the MMO audience is endgame content and the “gear treadmill.” What’s your approach to Erenshor‘s endgame?
B: It seems like concentrating on the gaming experience becomes much more enjoyable when there’s less pressure to match pace with friends, correct? That way, no one is rushing you into a raid you’re not yet prepared for, allowing players to savor the journey at their own pace, eventually reaching the endgame and fully appreciating it.
Approximately 40-50% of this game consists of its endgame, and when you reach that point, it’s all good. Based on my current experience in the beta, I estimate that it will take around 100 hours to get there. The range seems to be between 100 and 120 hours, after which you’ve arrived at your destination. These players are speeding through the content voluntarily, not due to any compulsion.
Q: How do things change for players once they reach the endgame?
In this game, you’ll be mainly focusing on managing your team of simulated players by issuing commands. The user interface for raids will provide options for assigning tasks to each player, such as DPS, crowd control, or healing. You’ll have the flexibility to strategize and set up your raid, then engage with the boss. If things don’t go according to plan, you can make adjustments on the fly. This could be done using hotkeys or typed messages for a more immersive roleplay experience, like calling out defensive strategies or instructing to attack. In essence, during raids, you’ll assume the role of the raid leader.
I think that’s a cool idea. The leveling process trains you to become a raid leader.
In the future, you’ll have established connections with numerous virtual characters within the game. Your role will shift towards assisting them in preparation for raids by ensuring they are equipped appropriately. While they acquire gear and levels independently, they will lean on you to verify their gear suits their needs. You might advise them, “Wear resist gear” or “Wear armor gear.” By this stage, you’ll serve as their leader, a role not commonly found in many MMOs, but one that can be achieved in this game if you excel.
Q: You mentioned relationships with SimPlayers. Can you talk about how that works?
If you’re always the one cleaning up after your party members in a game, they might not ask you to join them in future activities. Conversely, if you excel and share loot when it appears, they’ll reach out to you as soon as you log in, saying something like, “Hey, let’s team up!” or “What are you doing? Can I play with you?
Q: Does something bad happen if you have a terrible relationship with a SimPlayer?
As a movie enthusiast, I must confess that while they might still choose to hang out with me if invited, they won’t actively seek interaction. They’ll probably stick with you because it’s a bit more entertaining than plain reality, and let’s face it, they’re the ones I prefer to be around. However, they’d be less likely to initiate contact on their own.
Is it possible that some beta players intentionally behave badly towards every NPC, aiming to be known as the unpleasant character on the game’s server?
A: Actually, many of them are quite active. It’s fascinating, really, as each one seems to have discovered methods to escape reality. The thrill lies in scaling walls and searching for mischief, which is exactly why I added an ‘unstick’ feature for them. Currently, they’re preoccupied with exploring the geometry, uncovering hidden secrets, and causing a bit of trouble.
Q: Do you hide secrets like that? Is that something you like to do?
As a cinephile, let me clarify that while I might occasionally embark on side quests in the grand cinematic landscape, I won’t be spending prolonged periods hunting down crucial plot points hidden atop towering peaks, as one might find in an open-world game like Skyrim.
Q: How do you approach Erenshor‘s core game mechanics like classes, skills, and gear interactions?
In my design, I’ve opted for a traditional approach, ensuring you have tanks, healers, and damage dealers (DPS) in the game. Many classes can adapt to multiple roles based on how they are developed. I avoided complexities such as armor sets and set bonuses to give players freedom to use new items without any negative consequences. I also steered clear of stat penalties like “+10 strength… but -10 intelligence”, as I don’t want players to feel discouraged when trying out new things. This has been the main focus during development, and I believe I have achieved this goal effectively.
In the tests, participants are exchanging their character setup designs, showcasing contrasting strategies: one emphasizing armor, another prioritizing hit points. Both are encountering victories and challenges in distinct areas, which perfectly aligns with my expectations. Nothing brings me more joy than witnessing them brainstorm tactics to overcome a boss they can’t defeat at the moment—and eventually finding a solution.
Question: What factors played a role in shaping Erenshor’s setting and storyline, making it an integral part of the immersion in MMOs? Could you elaborate on how you handle multiple quest narratives in your game development process?
A: That’s been the best part. I’ve always been sort of a hobbyist writer. Whenever I write something, I just kind of let it flow. I’m learning the story as I write it. Erenshor hasn’t been much different. What I did was draw out a world map, name places, and just throw mountains where I wanted mountains—just randomly made the map. Then, I let that map tell me the story. I wrote down things like, “What religions live in this world? Who are the gods? Who are the big players? And why is everyone here?” The story kind of grew from there.
Massively Multiplayer Online (MMO) storytelling is quite engaging due to its gradual approach. Instead of overwhelming players with numerous cutscenes, it delivers the narrative in manageable portions. This method allows for a more immersive and flexible storyline as information can be drip-fed, allowing players to fill in gaps at their own pace. Although I have an extensive guide detailing all events, players will discover the lore progressively as they advance through the game. Interacting with testers who inquire about the lore has been incredibly satisfying, adding a unique layer of engagement.
Additionally, there are optional tasks as well, such as helping a character who needs three chunks of meat. These tasks don’t advance the primary narrative, but they offer players the freedom to explore or simply enjoy some light-hearted fun.
Q: I noticed Erenshor also has a faction system. Can you talk about how that works in practice?
A: In various towns, if you eliminate everyone there, you’ll be met with hostility when you return, and guards will attack you. However, this could win you support from another faction far away. This dilemma is quite prevalent in the current beta version of the game. At some point, players must pick a side, as siding with one means losing access to the other. They can create an alternate character to explore both options instead.
A challenging objective is to integrate a faction of undead enemies who persistently attack you. However, if you perform enough evil deeds, they may eventually welcome you into their ranks. This will introduce hidden missions and unique items as part of the experience. Essentially, there’s a world of possibilities to explore during Early Access, with an emphasis on uncovering those secret quests and concealed treasures.
Q: Have you been surprised by what some players have pulled off in Early Access?
Indeed, one of the characters is designed to be seemingly invincible. However, one diligent tester managed to find a way after spending about a week experimenting with various tactics and character configurations, eventually succeeding in defeating this supposedly unbeatable figure.
This character was carrying an item meant for a future quest, but he acquired it prematurely. The tester proceeded with the incomplete quest, only to encounter a roadblock. Remarkably, I can’t defeat that same monster myself, despite being the game creator! It’s baffling how he managed it. Their innovative strategies often escape my mind. Watching their progress is quite entertaining.
A: How do I handle Erenshor’s overall challenge level? I attempt to pinpoint where the balance lies, ensuring it isn’t either excessively simple or overly complex.
In this game, you have the flexibility to adjust the difficulty to suit yourself. Since it’s an open world, if you prefer a less challenging experience, you can take some time to progress and upgrade your character before engaging in battles. The level and equipment you possess in this game determine the level of resistance you’ll encounter.
If you’re looking for a more difficult gaming experience, consider exploring a fresh dungeon, engage in battles with monsters and discover what unfolds. On the other hand, if you prefer a relaxed gameplay, feel free to enjoy a stress-free adventure. Regarding the final stages of the game, I aim to offer a challenging rather than an easy experience. I want players to think strategically, adjust their gameplay setup, and find ways to defeat the bosses. For those who don’t wish to do that, strategies will be available on the wiki as a resource.
A: In what ways have player responses to the demo influenced our development path, and can you provide instances where substantial changes were made due to player input?
A: My favorite story, and I think this dude’s getting sick of hearing it, is about the demo. Originally, it was just a dungeon—a long hallway that showed off some of the mechanics of the game. Early testers said it was okay, but it was too short. I built the whole island that you see in the demo now. But even then, it was a really short experience—get out of the dungeon, you’re on the island, and then you’re done. The feedback was good, except for one guy. It was like two days before the demo launched, and he said, “This sucks. It’s too short. It’s too simple. It doesn’t show anything about the game.”
After some sleepless nights, I significantly broadened the demonstration quest and its content, transforming a 45-minute demo into nearly three hours of engaging material, all thanks to a single insightful remark that resonated with me deeply. That comment was too straightforward to ignore, yet incredibly impactful. I’m grateful for it, as it led to the creation of our current, improved demo.
A: Since you’ve been working on the demo, are there any significant updates that initial players might find appealing enough to revisit and explore again?
A: Now, it’s much less probable to encounter issues with them, as I soon understood from the very beginning that the launch readiness wasn’t as high as I initially assumed. User feedback confirmed this. However, we did conduct a Halloween event, where we introduced an entirely new reality layer on the island, which was met with great enthusiasm by players.
The issue lies in the fact that the game wasn’t evenly adjusted throughout its entirety. Players who delved deep into the demo are likely to have an advantage in the full version due to their progress carrying over from the demo to the official release. Consequently, I needed to revert that aspect, but it will return during Halloween. That was the major alteration. Apart from that, we’ve mainly been refining and preparing for another update shortly. It’s set to introduce some exciting new elements. Here’s hoping they continue to return.
As a film enthusiast who’s deeply engrossed in this project, I can share that beyond our current objectives, we harbor some exciting stretch goals. These aspirations, if reached, could elevate the gaming experience to new heights, making it more immersive and engaging for you, dear player.
I’m not quite ready to delve deeply into it yet, as reaching stretch goals can be risky. However, I am eagerly anticipating the release of generative AI mods. Currently, there are some mods for the game in other aspects, so making it compatible with mods is a challenging goal. Initially, I was creating it solely for my own use. To make it suitable for Steam Workshop and mod-friendly, the base project structure requires some modifications, which we’ll consider a stretch goal at this point.
Question: Does it ever catch your attention how developers view modding communities? Has the work of Erenshor’s modders sparked any inspiration in you?
A: It’s fantastic to see the community creating modifications for Erenshor! However, I can’t help but feel a little guilty since people rarely discuss their projects with me. Sometimes, they introduce a feature I’ve spent a week developing, and I worry they might think I copied their mod idea. Yet, it seems like everyone was destined to come up with these achievements eventually, right? There’s even an achievement mod that’s been released now.
One of the coolest ones that a guy did was a global chat mod, so you can talk to anyone else playing Erenshor through a global chat channel, which is awesome. I had looked into that and decided not to implement it, just again for the family-friendly safety perspective. But seeing the community be able to do that is really cool.
I’m willing to bet people will wind up making a multiplayer mod for Erenshor.
A: The top desired feature seems to be clear, in my opinion. Let me share some thoughts on that. Our game, Erenshor, is designed primarily for one player. I feel it’s essential to make this clear because, when you play a game with multiplayer capabilities, you often ponder “Could this be more enjoyable with a friend? Am I missing out?” There are countless MMOs available where you can team up with a buddy and play, and I don’t want us to compete with those. Erenshor is unique.
Has there ever been a point during the development of Erenshor that made you feel it was truly connecting with the players?
A: I touched on it earlier, but when someone comes back and asks about the lore, it’s amazing. They were talking about it in the Discord today, and they were theorizing about why things were the way they were. That’s my favorite part. Ultimately, Erenshor is a vessel to tell stories, as well as satisfy MMORPG gameplay, but seeing people enjoy it for more than just watching numbers go up is incredibly rewarding.
Moving forward, could you discuss your post-release strategies for Erenshor? Are there plans to develop expansion packs in a manner reminiscent of online MMORPGs?
Throughout Early Access, you can expect continuous updates since the game is still in development. Post version 1.0, I intend to roll out new content through patches, similar to a traditional MMO. For instance, we might introduce additional quests or dungeons that deepen storylines not fully explored during beta testing. It would be great if there’s enough interest for continued work on this project. Fortunately, it has an engaged community. This game is a dream project I’ve harbored for two decades, so I look forward to delivering more content based on audience feedback.
Q: Any last thoughts you’d like to share?
Let me express my gratitude to our wonderful community! The testers, Discord members, and I work hand-in-hand, asking questions, identifying bugs, and brainstorming design enhancements. It’s a joy to acknowledge that our Discord boasts over 2,200 active users – an impressive number, considering we’ve never needed to enforce any bans. This incredible community has rallied around our game, and I can’t help but feel proud of their unwavering support. So, I want to extend a heartfelt thank you to each member for joining me on this exciting journey.
[END]
The free Erenshor demo is available now on Steam.
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2024-12-23 19:26