Dragon's Dogma: Praise The Arisen
Asynchronous multiplayer is a Japanese standard now.
Whether it is Souls or Strands we are becoming accustomed to ghosts impacting our digital worlds.
Rarely is Dragons Dogma in that conversation, but it should be.
Dragons Dogma was developed during the same time that Dark Souls was. Each team tucked away in their production caves working away on similar systems.
Dark Souls used written messages and ghosts to deliver information between players.
Dragons Dogma uses a far more advanced system. While only taking one more year in development, Dragons Dogma integrated an asynchronous multiplayer system using player-built and trained mercenaries called Pawns.
One half Pokemon, one half Dark Souls, Dragons Dogma's Pawn system is years ahead of it's time.
Like Pokemon, main Pawns are created and trained through battles and quests. The knowledge the player gains is knowledge the Pawn gains. The location of quest items and the super effective attacks for each enemy type is information stored in that main Pawn.
These main Pawns become accessible to other players as hired mercenaries. Main Pawns become automated Dark Souls messaging. They audibly warn their new contractor of traps, relay best strategies in battle, and use the super effective strategies they have learned in worlds apart. A Pawn with wisdom well beyond it's contractor can guide them to quest items or prepare them for battle. They can tip their new boss towards hidden chests and may come equipped with skills or classes their new boss does not quite have access to.
Imagine Let Me Solo Her being an immortal NPC, waiting to be hired, waiting to carry on the mission of it's creator long after it's creator has logged off for the last time. Not a ghost, not a strand, but a living monument to determination and co-operation.
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