Wish - Storyline and FAQ for this new online game http://www.mutablerealms.com/ Since as far back as anyone I've ever met can remember, Ganedan has been in conflict. This is nothing unnatural. All lands have war. War transcends all barriers of species, race, religion, and civilization. But few realms fight as fiercely or for as long as we have. I've traveled all over this beautiful land, and from what I can tell, it started with only a few small conflicts. Fledgling kingdoms bumped elbows as they reached out to establish the extent of their borders. Intolerance and ignorance turned these skirmishes into outright feuds and, as the domains became stronger, so did an acute awareness of their territory. Elves and humans inflicted more damage upon one another's lands more than anyone else. Dwarves preferred their mountains; cyclopes had long since adapted to the frigid northern climes, and the introspective gnomes had no desire for expansion. But it was not long before the flame that had taken hold of the humans and elves spread to their neighbours as well. Humans, elves, dwarves, and cyclops fell into fighting and gave rise to what would become known as the Empire War. The war shifted back and forth for years, with the battle lines blurring and constantly changing. Alliances were switched so many times that no one ever really gained a lasting advantage. Eventually, all armies gathered for one decisive conflict in the northern mountains. That war was our undoing. The greatest archmages of the time invoked powerful spells and launched them across the rocky landscape at the opposing armies. Their magic went beyond their control and changed into something never seen before. So much bloodshed and hatred gathered in one place, it was as if all that ill will had gained a life of its own. And then it destroyed them. Nothing could withstand that much raw power. Entire mountains were splintered, death spewed into the sky like a gigantic black storm front, and the gathered armies were obliterated. The Empire War ended in neither truce nor victory. Only a few hundred on each side survived the final battle. They scurried back to the safety of their homelands, all thoughts of conflict having died with their companions in the north. Ganedan settled into a peace born of adversaries who were just too hurt and tired to continue fighting anymore. Unfortunately, war itself proved much harder to kill than the thousands of soldiers who once served it. Not long after the tragedy in the newly-dubbed Sorrowlands, aggressive new creatures began appearing in the wilderness. These beasts were unlike anything that had ever walked the face of Ganedan before and, within months, we understood why. The destruction in the Sorrowlands had created a rift into a nightmarish realm that we later came to know as Nadirak. The first random creatures who had wandered through the rift weren't much more than an annoyance, but the native beings of that place had seen our world and were gearing up to invade. The creatures beyond saw our lands, rich with life, and hungered to take them as their own. The rift continued to grow and became the Chasm, a gigantic fortified crater that stood at the center of the Empire War disaster. We would never have stood a chance were it not for a small twist of fate in our favor. Before the dread overlords of Nadirak discovered our world, the lowliest of their slaves saw a place of freedom and happiness. When preparations for the invasion began, the imps took a chance on their freedom and escaped, immediately bringing news of the impending attack to our world leaders. The fledgling peace between our races solidified within weeks with a universal peace agreement. All leaders agreed that their only chance of survival would be to band together, although not all shared this view. The combined efforts of all nations were focused on the creation of defensive structures and on preparation for battle. After only a brief respite, war had returned to Ganedan with a vengeance. In exchange for their assistance and all the information they could provide about the attack, the imps were granted a small region of contested land and the freedom to live there. This first taste of true freedom meant so much to them that they were more than willing to fight their former masters in a bid to keep it. The aftermath of the Empire War had left few soldiers, and our new imp allies only slightly offset this weakness. Fortunately, changes to the magical nature of Ganedan had led to wondrous discoveries. People began appearing who claimed to have returned from the dead. Somehow, lost souls from the Empire War have been coming back to protect their world, and with them has come the knowledge of how to resurrect the recently slain. Bolstered by this new influx of forces, the peoples of Ganedan stand ready to fend off the threat of the Nadiraks. We have suffered much for this land and we will not surrender it without a fight. - Kitterwen Wish runs on a high-performance server cluster from RackSaver (see the press release). Our cluster has 88 nodes, each with two Xeon CPUs, totaling 176 Xeon CPUs. All nodes are connected over gigabit ethernet. The software infrastructure to run our cluster is provided by Ice, a cutting- edge communications middleware from ZeroC. Wish supports true Ultra Massive Online Gaming with more than 10,000 simultaneous players on a single, zone-free server. Section One - The Basics 1.0 - What Is Wish? Wish is an Ultra Massive Multiplayer Online Role Playing Game ("UMMORPG"). The game is set in a fantasy world called Ganedan. 1.1 - What does "Ultra" MMORPG mean? "Ultra" means that, unlike every other title in this genre, Wish supports more than 10,000 simultaneous players in a single, seamless 3D game world, without the need for zones or shards. No longer do players need to try and figure out where their friends play. In Wish everyone plays together. 1.2 - Who are Mutable Realms? Mutable Realms is an independent game developer specializing in Ultra Massive Multiplayer Online Role Playing Games (UMMORPGs). Mutable Realms' headquarters are in North Palm Beach, Florida, with locations in Huntsville, Alabama, and Halifax and St. John's, Canada. We also have employees spread all over the world to bring the best possible product to you. 1.3 - What is the "Wish Engine"? The Wish Engine is the software that powers the ultra-massive world of Wish. It is based on ZeroC's Ice technology. Mutable Realms licenses this engine to other online games. Sui Tang Online, developed by Shanghai Cartoon and Shanghai Animation Studio is the first title besides Wish that also uses the Wish Engine. See our press release for more details. 1.4 - When will Wish be released? The game will be released in the first quarter of 2005. 1.5 - How much will Wish cost? Apart from the initial cost of the software, there will be a monthly user fee. Unlike single-player games, MMORPGs require more manpower and bandwidth to keep running. No decisions have yet been made on the specific pricing, but you should not expect Wish to be on the cheap side. We want to compete by offering the most immersive online experience possible, not by being the cheapest. Furthermore, to support our "Live Story Content", we have to support a full-time staff of Game Masters, whose singular purpose is to entertain the players. 1.6 - What are the minimum requirements? The projected requirements are as follows, but please note that these are subject to change: P4 2.0GHz; P4 2.8GHz recommended (or Athlon equivalent). 512MB RAM; 1GB recommended. 64MB DX 9.0 Video Card (GeForce 3/4 Ti; ATI 8500+); 128 MB GeForce FX or Radeon 9600+ recommended. 16bit Sound Card; 24bit recommended. 8 GB free disk space; 7200+ RPM recommended. Connection to the Internet; 33 Kbps modem minimum; broadband recommended. 1.7 - How secure is Wish's funding? Will it definitely release? The Wish project is heavily funded by a private investor group, which allows the product to be complete before launching. We will not rush out an incomplete title. Section Two - Game Information 2.0 - What kind of world is Wish set in? Wish is set in a world called Ganedan. This fantasy world contains a host of interesting monsters and races, as well as interesting places to explore. We utilize a very sophisticated AI, and our "Live Story Team" ensures that the world is very organic and alive. Hunting does for the first time live up to its name, as monsters do not have defined "spawn zones". Furthermore, we have unified, intelligent and identifiable enemies for the players to fight against. 2.1 - What sets Wish apart? Wish utilizes highly advanced server technology that allows all of our players to play in one giant world. We are also the first massively multi player online role playing game that truly tells a story and lets player actions have lasting implications on the world. At launch we employ a dedicated Live Story Team, whose singular purpose is to keep the story moving forward. Players will never see a generic quest repeating over and over for anyone who wants it. In Wish, once something is done, it is actually done. 2.2 - What races can I be? We have the basic staples of fantasy literature and games: Humans, Elves, Dwarves and Gnomes; as well as three less common races: Imps, Dragonkin and Cyclopes. 2.3 - Does Wish have classes? No. Wish utilizes a very liberal skill system. This means that players can excel in whatever area they decide to put their effort into. 2.4 - How do I control my character? We employ a point and click ("PnC") method of character control, combined with a very sophisticated pathfinding engine. This works well from a technical standpoint (making it easier on the communications between you and the game server), as well as from a functional perspective, in that it allows us to do many things that other keyboard controlled, non-pathfinding MMORPGs cannot. PnC also leaves your hands free for important things, like talking to your friends. 2.5 - Are there quests? Yes, but not in the sense used in most MMORPGs. Never will a generic quest remain in the world forever. In Wish, if you do a quest to kill a dragon, that dragon is dead and the quest is gone. Our team of Game Masters makes this possible by constantly adding new quests that are designed to be fun, inclusive and most importantly non-repeating. We want players to actually be able to accomplish things. Section Three - Testing 3.0 - How can I get involved? We are currently not accepting any more beta applications. There will be news on our Web site when the process opens back up again. 3.1 - What testing phase are you in now? We are currently in Beta 1.5. This is a small testing phase with approximately 500 testers where the focus is on new features. Previously we held Beta 1.0, which was large (approximately 11,000 testers) and concentrated on stress testing. Expect an even larger test (Beta 2.0) this summer in the month of August. 3.2 - Who is the Themis Group? The Themis Group is an international provider of marketing, management, client generation and customer support services to developers and publishers of online PC and console games. We have contracted the Themis Group to administer certain aspects of our tests, which allows us more time to work on the title and implement tester feedback. 3.3 - Is there a public beta? There are plans for a very large beta test this summer in August. How large, and whether or not it is fully "open", has not yet been decided. Section Four - Gameplay 4.0 - I don't like the treadmill of many MMOs. Is Wish for me? Definitely! We have built the game so that people can take part very early on. Through our story and our flat skill system, we allow players to get involved from the outset. A character with a skill level of ten is ten times "as good" as someone with a skill level of one, in contrast to most other games where a player at 10 skill would be exponentially superior than one at 1 skill. Through this and our Live Story, which is designed to allow people of all levels to participate, players can enjoy Wish without having to spend months working on their characters. 4.1 - What is the point of playing? One of our goals is to make Wish more than just a selfish drive to the high levels and the neatest gear. Besides personal advancement, Wish has a dynamic and ever-evolving story, which is shaped by those players who participate. We are also working hard to ensure that player actions matter in Wish. In most games, if you kill a monster, it respawns in the same spot shortly thereafter. Player actions do not really have any lasting impact. In Wish, that monster stays dead and does not respawn. Like real life, if you kill something it is dead. Additionally, through various forms of in-game and web promotion, players who accomplish amazing feats are able to become famous. Doing something amazing in Wish provides more than just a personal sense of accomplishment; tales of your deed will spread through the community. We are the first MMORPG where you can truly rise up and become a hero. 4.2 - What about camping? Spawning is handled in an extremely revolutionary way. If you find a pack of wolves and kill them, you cannot sit there all day killing those wolves over and over again. They are dead and gone, and do not respawn. New monsters constantly enter the world, but never in static locations. Instead they travel around in enormous and logical areas. Going hunting with your friends for the first time actually involves hunting, not just traveling to a set area where that monster always is and always will be. 4.3 - Does Wish have Crafting? Wish supports an ambitious crafting system where any object in the game can be created by the players. An enormous range of materials is available to be harvested throughout the game world, and then combined into these items. Players can work their way through a wealth of crafting and gathering skills in order to produce the best items in the land. Furthermore, players can create totally new items, never before seen, through specific combinations of materials. 4.4 - How is Combat handled? Players advance their combat skills by using them. They can apprentice under a masters in order to specialize and refine their talents. Players earn feats through quests or trainers that allow them to perform interesting and powerful combat moves. By matching your combat feats, weapons, and armor to unique and interesting creatures, combat becomes not only an adrenaline filled action-packed battle, but also a strategic and tactical match. Wish also has a unique slot system, which will limit the specific number of melee fighters than can engage a monster based on that creature's size. Players will fan out realistically, creating interesting and cinematic combat that both looks and feels alive. 4.5 - Is there Player vs. Player Combat ("PvP")? Wish is Player vs. Environment ("PvE") centric. That said, we have limited "surgical PvP" built into our story, as well as special areas for PvP combat, such as arenas or PvP towns. We also have a PvP game when it comes to our rogues. Please see section 4.8 on rogues for more information. 4.6 - Can I own a house? Guilds can capture towns from the NPC enemies that plague Ganedan. Once a guild does this, the town will then be their own to use as they see fit. We will release more details on how the customization of these cities is carried about. 4.7 - I don't like to run. Are there mounts? We will definitely have horses and other forms of mounts. More details will be forthcoming. 4.8 - Can I play a Rogue? Yes. Very few MMORPGs have made truly entertaining thieves or rogues. Wish endeavors to change this. Players who work at rogue skills have plenty of NPC targets around the world to play their underhanded trades upon. But beware! If you are caught, you will become a fugitive. Other players, or Bounty Hunters, are able to hunt down rogues through our bounty hunting system. This is yet another area where PvP is present in Wish. That said, there is much more to rogues than this basic outline. Please, check back soon for a more complete picture. Section Five - War 5.0 - What is this talk of War? There is an on-going NPC vs. PC war, and it is up to the players to determine how it unfolds. This is one of the main focus points of the game, as everyone, even crafters, have a role in supporting the war effort. 5.1 - Are there many enemies? The real world isn't black and white, so why should Wish be? There are many enemies as part of our comprehensive back story. They are unified and identifiable. One of these enemies is the Nadirak's. You can read more about them in Kitterwen's Short History of Ganedan. 5.2 - What types of enemies are there? We have plenty of enemies planned and will reveal details on each in due course. You can read about the first of those enemies in Kitterwen's Short History of Ganedan. 5.3 - How is progress measured? Wish doesn't use traditional MMO spawns, and our philosophy of long-range travel allows for organic wars without clear-cut winners and losers. Enemies come forward and spread, taking different points along the way; players try to push them back, reclaim lost territory, and wipe them out. In Wish, the monsters attack and do not wait for you to come and attack them. Monsters also are finite in numbers: if ten monsters attack you, you only need to kill ten. More monsters may come forth from their root, but they won't be showing up on your doorstep any time soon. This organic warfare allows players to think tactically and have a real sense of purpose: defending your territory. 5.4 - Can there be a winner? Yes. Players are able to defeat the foes we throw at them, if they fight intelligently and hard. However, at the same time, if no-one tries to prevent it, you could find a good chunk of the world overrun by those same foes. 5.5 - What if I don't want to participate? No problem. Behind the front lines, there are plenty of natural monsters for players to hunt that pose their own unique and interesting challenges. It is quite possible to lead a life in Wish totally separate form the many on-going wars if you so choose. However, while these wars are part of the story, they are also part of the game. Someone who is entirely oblivious to the story unfolding around them could still participate and have fun. - o -