The game

"A roleplaying game needs to rely on a complete universe."

Working with Ô universe is exciting because since it is an all new universe, you can add any type of gameplay you wish to. You are not stuck with what people expect from a classical medfan roleplaying with orcs and elves for example.

But it is tricky too, and people can loose their interest if you don't rely on stories they know. For us, the myths and legends of different cultures are our landmarks.

"Realism contributes to the player's immersion."

As you start your journey in Ô universe, you will find yourself looking for a job in a small town of one of the 14 civilisations. Working is part of the game since everyone needs coin to eat, dress or buy medecine. And every player or non-player character will have to work or beg for money in the streets.

The game is quite realistic and people have to be careful about their health. Indeed, reckless people may die after a few serious and untreated wounds or diseases.

Working is not the funny part of the game though, so we designed it so it could be done when the player is not connected, like many other time-consuming actions (ie: travelling, resting).

"Evolution is needed to renew the game's challenge."

Ô will be huge because you can explore freely both the lands, the waters and the underground world, and because it is open to player's contributions too.

If you want to settle down and build your home, it is possible.But you can do even more and build a whole city with other players. And if you learn to be a great architect, then why not just build a civilisation wide monument ?

Of course it could attract many people's jealousy, before you can complete it, and you could very well become an assassin target or you hometown could be burnt to the ground.

Building such a monument will improve your town and civilisation, attract non-player characters, and give it unique advantages, just like research for new technologies will.

"People will always fight, even for a chicken wing, especially for a chicken wing."

Fighting in a roleplaying game can take several forms. From a duel to a cavalry charge and do not forget naval battles.

That is why we separate fights into 4 categories, skirmish (small scale), battle (large scale), brawl (in tavern) and tournaments.

Each category will have a different gameplay depending on the weapon you are using. There are 4 combat types : melee, shooting, spellcasting and special fighting (mounted, with machine, etc).

Lets take magic for example : casting a spell requires some concentration and technique. That's why mages will have to achieve mini-games to prepare spells before casting them (ie. rune tracing, incantation choreography). They also have to choose the power of the spell. Gauging the power needed is a difficult exercise and too much power will weaken or even wound the spellcaster.

But it is not as dangerous as missing a spell incantation, which can lead to an unwanted spell being cast or worse, a mana explosion.

Just like other fighting and crafting techniques, better effects can be achieved with teamwork.

Mages can also achieve useless spells that are quite fun but not for everyone. Know that the gift of magic is not welcome everywhere...

A picture of Syg

"Personalization and the player's choices make his characters unique."

Character creation is an important step. People can be old, young, fat, skinny, tall, or small, and have different postures or different faces, but they won't stay so forever.

The actions the player chooses to do will unlock new possibilities for his character customization. Growing old will brings new faces, new beards for example. Other changes can appear with the use of magic, barbers, battle scars and so on.

About growing old, the player will choose when is ready to do so, and will have a complete a journey which will change him forever. At the end of his life the character may die and if his life was fully accomplished he will be able to stay as a ghost to look after his descendants.