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The Woeful Tale of an npc 4 Suovilbo Life Online I
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The Woeful Tale of an npc 4 Suovilbo Life Online I

SLO is a game that is pretty much like other VRMMORPG, swords and magics and monsters to kill. Even though It is a game among the millions that are made, SLO is unlike the generic games where npc are non-responsive creatures, because the npc within SLO are almost alive. Created by the Deluos Corporation, SLO encompassed a large if not massive data involving artificial intelligence, as a social test under international scale unlike any other, although that part is under confidential secrecy. Each NPC is created with most unique and personalize detail, given false memories and believing that they are actually alive. SLO is a social experiment program in which the NPC are the controlled factor, and the players are the variable, kind of like the Stanford Prison Experiment. Under contract with Innovative Online Learning, SLO has touch and feel function using what is known as Full-Body Immersion Suit, which allow players to experience every blow, every slash, every cut and even the feel of the winds or the resistant of the water within the game. There are of course, adult function with a cheap, cheap price of $99.99 per month to unlock, but that is not the point.

Here in SLO, the npc are relatively under the mercy of the players, at least outside of certain safe territory. SLO have two continent and with a third one under development. The Dileos Continent, territory of the Asher Empire Corporation and homeland to human, elves, and dwarf characters. The second continent is known as the Urk Continent whose native and players are designed as relatively non-human-like species. Felis species being the most popular among player base, second to the human race.

Like many other games, we have dragons to steal from or slain, monsters to kill, quests to complete. However in each continent there is one safe large zone where player's freedom are restricted, a safe zone where pvp combat are disable and npc are there to welcome and introduce the player to the new world. When a player speak to one of the npc in other games, the response is always constant, always the same for everyone. Whereas in SLO, no conversion is the same to any character, asking an npc can elicit different responses, even get these npc to be angry like that a real human being. The NPC are safe from any attack within these zone, and the worst the players can do is to annoy these npc and received a kick, slap, punch unto the player's body. In some case, annoy the wrong npc like a guard get the player jailed for a day, or 1 hour in real time.

The npc, who are nearly indistinguishable in reactions and actions from real living humans, follow a predefined set of intertwining narratives or stories written but have the ability to deviate or choose an alternative from these narratives based on interactions they have with Players.

The NPC repeat their multi-day narratives anew each cycle. At the beginning of each new cycle, typically following the npc's "death", each npc has its memories of the previous period erased. This, within SLO, is considered resurrection magic by npc priest or players. For players safety, npc's programming prevents them from harrassing or seeking revenge against players within safe zone; this allows players nearly certain freedom to engage without retribution in certain activity they choose with the npc, of course the players cannot assault the npc but can as above state; annoy, scam or stalked npc without fearing for any consequences.


Venturing outside these safe zone however can be traumatizing for new players. Here within these savage land the Players are granted almost unrestricted freedom, depending on their subscribtion of course. Here, the social experiment are at its peak, showing every side of the human psyche. Here the player can ****, kill, murder, scam or steal from npc and each other at their leisure without needing to hold back and npc can fight back and kill players or each other as well.

Towns are under control of warlords, players and npc alike. Any village, or town or base controlled by players or npc will always come under attack from monsters, whose AI system are literally base on animals from real life. This make the game relatively unpredictable, imagine trying to kill a wolf and it ran away only to ambush you with its pack when you chase after it, or maybe lead you to a cliff and tackle you off said cliff.

Players combat are base on weapon, your abilities are base on your chosen weapon, a player have two set of weapon, a main and a secondary one, with weapon swapping cool down restriction of 30 seconds, a magic user can instantly turn into a tank wielding a giant shield and smash his way to victory or get shot down by a warrior turn magic user. Abilites are further enhance, or complimented by new abilities through chosen job. Jobs can be switch freely but you lose all the levels for the previous job and must regain the experiences again if you choose to switch back.

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