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There were many people in Yggdrasil with different playstyles. Some tried to create an incredibly strong character. Others wanted to play a role, such as a Hero or a Villain. And the editing tools in guilds also helped in role-playing. These tools allowed you to build from classic castles to dark tombs, creating your own emblems and banners, architecture and style. But the most important feature was the creation of NPCs, thanks to them all role-players were able to create their own minions or some characters. Moreover, you could choose absolutely anything you wanted: race, gender, class, skills, etc. But the best part is that you could create a complete description and character of the character. For the most part, they were guards in the Guilds and protected from Raiders, but no one forbade making them only for combat. Among the players were those who built incredibly complex structures from photographs or videos, and there were those who did not care about strength or role-playing. They simply loved creating art that everyone could admire. Also, no one forbade creating mini-copies of other games...

I'm from just such a guild. We wanted to try to recreate a game that we really enjoyed. There were others who created their own copies, some successfully, some not. After all, it was a complex process and required fine tuning, so it is logical that some people did not cope with it. We were one of the minority of guilds that completed this! But it was not ideal and fast: some required world items, there was a floor limit, something constantly conflicted, etc. But the torment was worth it, because we recreated almost the entire game from scratch. We were also lucky that another guild shared the landscape editing artifact; without it it would have been even more difficult and perhaps we would have abandoned this idea. Although there was an issue with the equipment, some used guns which was problematic, although this was fixed in the new DLC which added the Automaton race and "guns". This allowed us to complete the characters.

Even though we recreated them out of love for the old game, sometimes it made us think about quitting the game. It's good that we didn't do this, because what we created was worth all the effort. We tried using them in raids and, most surprisingly, they turned out to be very effective. Thanks to them, we were able to be known as real psychopaths thanks to the design of our minions. We also had fun fighting other guilds over our character designs. We dressed like crazy or just gloomily, which did not give peace to the other players. But, unfortunately, all good things come to an end sooner or later; after many years of operation, Igdrasil wants to close. Our guild lost numbers, some preferred reality, others were looking for a more active guild, but the fact remains - Guild disbanded. As sad as it may be, it is now not uncommon for guilds to lose members, and sometimes even die, because they have nothing else to do here.

Our guild decided to take the name Mobius like the main organization from the game. We tried to bring the mechanics and features of the monsters from Ruvik's broken mind into the game, and it turned out pretty well. It was fun creating each character such as the Keeper, Laura, Sadist, Gemini, Stefano and many more. We thought about adding some characters without special abilities and those who are not monsters, but decided not to add them. For example, we rejected Sebastian Castellanos because he was an ordinary person who was trying to get out of STEM and get his daughter out of it. There was also Kidman, who, in fact, did not fight with anyone, but simply ran. Thus, we have removed unnecessary characters from our database. We built it from the outside like a mental hospital and with a large Beacon on top, in one of the sections we repeated the house of Ruben Victoriano and Laura Victoriano. We built workspaces like the office from the Kidman DLC, recreated the room where Tatyana worked, and also created a room in which there was a device similar to STEM. It was a lot of work to create, but once we finished it, our joy knew no bounds. By turning it on, we pull all the players in our base into a pocket dimension, courtesy of one of the artifacts, and prevent them from leaving until the machine itself shuts down in an illusion, something no one has yet been able to successfully accomplish. To turn it off, you had to know how it worked, which no one knew. It was essentially a last resort against a raid, but after use it took a long time to recharge, and also had the side effect of migraines, the cause of which we did not find out.

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