Chapter 17
Chapter 17
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Translator: MadScientist
Chapter: 17
Chapter Title: The Developer's Guide to Conquering the Game
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I wonder when it was.
I once saw a pretty amusing strategy post on the game community forums.
[The reason this game has no proper main scenario is because the NPCs act like real people.]
[Why, you ask? Let me give you a simple example to make it clear.
Suppose you accept a goblin den extermination quest from the village chief A.
You roll around in that cave until your bones ache, wiping out every last goblin, and head back to the chief for your reward. But he's already dead, and his house has been looted clean, not a single coin left. Another player killed the chief and took all his stuff.
Your quest vanishes into thin air, and so does the reward.
Or consider this scenario.
Suppose you've built up a friendly relationship with a specific NPC by showering them with all sorts of gifts.
But another player has been giving that same NPC even better gifts, more and higher quality than yours. So when you and that player both ask for a favor at the same time, the NPC prioritizes the other player's request over yours.
In a typical MMO RPG, none of this could happen.
Because from the player's perspective, each NPC is bound exclusively to that player.
Whether Player A recruits an NPC as a companion or kills them in the story, it has no effect on Player B. Player B has their own version of the NPC anyway. Even if it's the same character.
Logically, it's bizarre, but hardly any games handle this properly in their lore.
If you had to pin down a reason, it's 'because it's a game.' It's convenient that way.
But Beyond Elysion is different. The NPCs here exist and react like they're in reality, not a game.
Suppose there are 100 players, and they all try to talk to the same NPC at once.
In a normal game, from your viewpoint, the NPC only responds to you.
But in reality, that NPC is responding to every player simultaneously. You just don't see the others from your perspective.
Now imagine the same thing happening in real life.
100 people all trying to talk to one civil servant at the same time.
That servant would hand out numbered tickets and handle them one by one in order.
If someone complained that the servant couldn't handle all 100 at once, they'd be insane.
That's what I mean when I say Beyond Elysion's NPCs exist and react like 'reality.'
And in a setup like that, a 'main scenario' everyone can share is incredibly hard to create.
Because allies and enemies don't follow a fixed story—they act like individual personalities amid countless player interactions. There can't be any standard storyline.
Honestly, as a 'game,' it's wildly unreasonable. But as 'virtual reality,' it's brilliant. The immersion is off the charts.
So once more: don't act recklessly toward NPCs. If you want to be remembered as the worst player among the hordes they've encountered, be my guest.]
The post's author was pretty positive about it, but back in the early days, Beyond Elysion's system got torn apart in the reviews.
Even during game testing, people kept saying it should be fixed.
But my stepbrother ignored all that and stubbornly pushed his vision through. No matter what I said, he wouldn't budge on this one.
So instead, he added the 'Deeds' system.
Fancy name, but it's just a plain old quest system at heart.
The only difference is that the quest-givers are the gods of the pantheon.
Since they're gods, it's no big deal if they chat with multiple players at once. And weird items like bundles of rat tails or orc right hands can be offered as 'tributes.' The rewards drop straight from the heavens, so no interference from other players.
That's why, right from the start, seasoned players ignored the NPCs and rushed off.
Chatting up NPCs for scenarios is a waste when you can just offer the required tributes for quick growth. That's the meta play in Beyond.
But players overlooked one thing.
If NPCs aren't bound to individual players, they can move as a unified faction.
And if their personalities are 'human-like,' that means you can exploit them in 'human' ways.
"Halt, stranger. This is the lord's residence."
Arkeia, the starting village.
As I approached the building housing its lord, soldiers in silver armor crossed their spears in an X, blocking my path.
These guys are high-level.
Not just them—major city NPCs all have high base levels and combat prowess. Even blacksmiths and shopkeepers are retired adventurers with solid fighting skills.
Otherwise, players might kill the shopkeeper and loot all the high-end gear.
Think it wouldn't happen? A beta tester actually did it.
Anyway, physically beating these guards to get inside is impossible.
Sneaking in with a stealth skill? They sniff you out like ghosts and toss you in jail.
But as I said, their thought processes are very 'human.'
On my way here, I'd bought a robe from a shop and draped it over myself. In a solemn tone, I addressed the guard.
"Guard Hans. You've been fretting over how long you'll have to keep soldiering on. Those who suggested you switch to a mercenary band seem convincing at first glance, but they're tied to major crimes. I recommend steering clear."
"Wh-what?"
Hans looked flustered at my words, and his comrade nearby showed clear confusion.
I turned to that fellow guard next.
"Guard Pirion. You're still haunted by past regrets. But rest easy. The little sister you couldn't save never blamed you."
"How do you...!"
Before they could recover, I pressed on swiftly.
"No need for surprise. The great gods watch over the mortal world far more closely than you imagine. I merely glimpsed a fragment of their will."
Hans and Pirion grew even more deferential as they asked,
"Are you... a prophet?"
"Merely a herald of the exalted ones. Compared to true prophets, I'm but a humble woman of scant ability."
Of course, it's no prophecy.
I just already know the 'backstories' of these two.
From their perspective, though, I must look every bit the convincing seer.
"I have a message for the lord. Will you escort me?"
"P-please wait a moment."
They hurried inside to relay the message, and soon permission came through.
Before entering, I scanned the surroundings again. Players were finally starting to wander into the area, looking aimless.
Probably clueless about what to do, just roaming the city blindly.
Someday I might need to reach out to them, but not now.
I ignored the players and stepped into the mansion.
"I am Aurelia, lord of Arkeia. So, prophet, you have a message for me? What is it?"
She who greeted me was a woman with radiant golden hair, evoking the image of a haughty noble lady.
Proud of her abilities, cool-headed and composed as a ruler.
Unlike the entranced soldiers and servants treating me like royalty, she showed respect without yielding her superior air.
But her sharp demeanor only pleased me.
After all, she's an NPC I actively shaped to draw early player attention.
Her looks align with my tastes, so fondness outweighed any discomfort.
Still, fondness is fondness, and business is business.
Sorry, kiddo. Time to play the sucker.
"—Aurelia. The gods have spoken. To prepare for the great tide to come, Arkeia must seize greater power. I have come to reveal how."
"Greater power?"
My words caught her off guard; her eyes widened slightly.
"Indeed. This city—and you, Aurelia, who rules it—must claim far greater might. Power to rival the famed 'Reincarnating' or 'Obsessive' ones."
"...Me, on their level?"
Aurelia's an important NPC, but not on the world-shaking fame of Iris. She's a tier below.
Yet here I was, promising her parity with them. She feigned disinterest, but her eyes began to sparkle.
"Time is short. Select elite soldiers in secret, away from prying eyes. Before the treasure's existence spreads, before villains claim it."
"W-wait. Even so, suddenly mobilizing troops..."
"You still doubt the gods' words? Very well."
I slipped off my robe and declared,
"Cursed princess of Irion. A chance for vengeance against the kingdom that abandoned you has come. Will you turn away?"
Aurelia's eyes bulged.
She bowed her head to me, suppressing a surge of emotion.
"I shall obey. Prophet. Where must we go?"
At her words, I pointed to a spot north of Arkeia.
"Black Wind Forest. At its heart lies a treasure that will make you strong."
Recommended level 30+.
For a normal player—even one ignoring everything else to grind levels and gear—it'd take three days minimum to even consider challenging that danger zone.
But Aurelia didn't hesitate even a little. She nodded readily.
Her level's 43, after all.
She could solo the forest and its hidden dungeon with ease.
Taking elite soldiers along? Just insurance against stray arrows killing me. For clearing, she's plenty on her own.
Well then.
First up, let's bus it to the level where I can summon that stepbrother of mine.