Chapter
4:
Mentorship
Euki stood up from the couch and
planted her feet on the floor. M-Megaworld E1 shook. Some players
took a break from their tasks to see Euki stride off. Her steps
echoed as she moved away deeper into her in-game home.
There was a certain level of awe
in some, and plenty of envy in others. Yet, despite what they thought
of Euki, in many ways she was similar to them.
For starters, like them, Euki
wasn’t actually Euki. She controlled her in-game avatar, but was a
person out in the real world. She was a young woman on winter break
from her university studies. As she often did, she spent the bulk of
her break time playing the critically acclaimed VR-MMORPG Foremost
Phantasia, or “FP” for short.
Like
all the mentees, this meant her real body had a special
headset on
top her
head
that
interfaced
with her nervous system. With it,
she could immerse herself into the game until she either logged off,
or 7
hours had passed at which point she’d be forcibly logged off just
for health and safety reasons. Of course, the latter wasn’t much of
an issue, as aside from a 30 second “cooldown” she could just hop
right back into the game--assuming
there weren’t any queuing issues of
course.
Aside
from that, Euki wasn’t the only catgal in FP. Quite the opposite,
in fact. The nekojin, or catfolk as they were interchangeably called,
were one of the most popular races among all player demographics.
There
were a large variety of races to choose from in the game. Players who
liked to be short could go with the gnomefolk, assuming they didn’t
mind being punted around a bit: Euki thought some probably liked
that, even. You also had
horned
and scaled humanoids with the dragonfolk. There were also
the
tall
and slender elffolk
with
their pointed ears and graceful limbs. If
you wanted fur on your chest, butt, and everywhere else then the
lionsfolk existed. If you truly wanted to be a big strong brute, then
the ogfolk were available as an option too with
their tall, wide, and strong physiques.
Euki’s
player almost made an ogfolk. They were the tallest and buffest race,
and that was a common mood for her. Alas, the females had a dearth of
nose options to her liking. Moreover,
no
blue skin tones.
It
worked out though, as she greatly enjoyed her character’s current
form and, well, she didn’t exactly need to worry about feeling
short when doing mentor things.
Players
created their characters as they did for many reasons. Some wanted to
be something wild and different: fantastical.
Others
wanted something pretty to look at, and thus they tried to make the
perfect eye-candy for when they looked at an in-game mirror.
Others wanted to create an idealized version of themselves.
Euki’s
player
figured that last reason contributed
to
why the
most popular race in the game were the jin:
humans,
basically. She found that a bit boring. She pondered why it
was more popular for players to make an idealized version of
themselves as opposed an
idealized version of themselves, but
with horns
or a tail too.
It
just seemed like an extra cool factor to her, not to mention the
utility. Euki’s player often
imagined how useful a prehensile tail could be in real life. She
figured
she could
probably hold a soda with it, which
would
free
up her hands to play a handheld-game
while waiting for a meal to finish cooking or
whatever.
Yes,
there wasn’t
a single trait Euki had that her player wouldn’t also mind having
in the real world. That
said, she didn’t design her
character to be an ideal version of herself. Moreover,
much
as she enjoyed her in-game body, in many senses of the term, she
didn’t design her character just for lewd
purposes.
Although
she made a body she found attractive, she didn’t max out the boob
slider either.
No,
Euki’s
player
mostly just made
a body that she
thought would
be great to play in. And,
she was right. Also, blue was one of her favorite colors.
That
said, the games collection of player characters was incredibly
diverse. Jin were a majority, but only slightly. There were still
plenty of the other races running around. Enough
that if you entered an
in-game
room and there were only, say, gnomefolk, then that was both a great
oddity and a sign the player should run from whatever cult meeting
may have been going on in there.
However,
even if there were plenty of other catfolk, Euki was the only
character that looked like she did. For
starters there were subraces, and the other subrace of nekojin was
more popular as most
thought it
had cooler looking
pupils. Alas for
Euki’s player,
that
subrace
lacked
blue skin tones,
so she didn’t pick it.
Additionally,
the
game had an astonishing amount of character customization options.
The
odds that any character looked like another on accident, even with
many millions of players, was very small. Euki’s
Player in particular had fiddled with color sliders for at least 30
minutes to get her skin the perfect shade of blue that wasn’t too
light nor too dark for her tastes. The
precisely tuned tone alone probably made her unique, but fiddling
over ear angles,
tail length, and more definitely did.
Euki’s
player didn’t agonize over every choice like that though. For
instance, setting
height slider to max was a quick and easy decision. She
knew she personally didn’t want hair too long or in a bun or braid,
so
that cut off about half the hair options for her then and there.
It
was true that Euki
stood
out from other
players in other ways. Most obvious, of course, was that as
a mentor she
was utterly
gigantic to
mentees.
However,
the entire program didn’t used to exist. It was rather new, in
fact.
Euki
did everything her mentees did at a point, she just did it out in the
‘real’
game-world. She did it in World 1, in fact, the first world the game
ever made.
Yes,
she knew the lands intimately and, in fact, still played in them!
World
1 still existed. It
was an entire game-world just like the ones the mentees were playing
in, only it was actually to her scale: the normal scale, as only
mentor worlds were shrunk. She had leveled in the areas the mentees
did, fought the mobs they did, and grinded out all the exp they were
trying to do now themselves. The
only difference is that she didn’t have some giant player
to beg for help now and then.
The
actual, non-mentor game worlds had some differences. They had the
latest expansion areas, for instance, and players could
earn another 10 levels and
finish the last parts of the current game story.
But, otherwise it was exactly the same, only bigger. Normal sized.
Euki
didn’t want to be a mentor at first. It
seemed like a lot of work, and she was the type of player to go out
of her way to avoid helping others whenever possible for
all
the entanglements and time-sinks those actions usually were.
Despite
that, she volunteered to mentor
for a very important reason most of all.
The
exclusivity of the role was nice, but that wasn’t the main reason.
It wasn’t to lord her sheer size, power, and progression over
others either, as nice as she found that to be when
she thought about it.
The
zril stipend
mentorship paid was trivial to her as well.
No,
the reason most important
was simpler than all
that: a
mount.
Mounts
were what players used to get around the wide open world. With them,
you could move faster over the landscapes.
At a certain point in
progression, with
enough grinding, you could even fly across the regions, moving
at the max speed the game would let you.
With
enough mentorship points you could buy, among other things, a special
mount.
Euki
of course didn't *need*
that
mount. She'd probably never use the mount more than once to make the
'new' indicator go away from
it.
It was ugly, and she had rarer ones to
flaunt when
she felt like flexing on others.
However, she *could*
get the mount, and until she *did*
there was a slot in her mount collection where the mount could go.
So, simply put, she *had*
to have it and,
unfortunately for her and her mentees, the mount was exclusive to the
program.
So,
for that reason she put up with
the
Mentor Requests, questions, and general monitoring of the worlds and
megaworlds under her care.
That’s
all not mentioning
the occasional zril sink they were when she accidentally bumped one
off the table or
forgot to cover her face for a sneeze.
As to the mentees themselves,
well, many fully leveled players that knew of the system sometimes
wondered why anyone would put up with it as a mentee.
Why would anyone put up with
someone like Euki? Why spend a good chunk of the game’s story--the
majority of it, really--leveling and grinding at the literal feet of
a comparably titanic brat? A condescending, careless, self-centered
tomboy more interested in milking you for rewards than actually
helping you enjoy the game or figure out a problem.
The answer is quick and
satisfying to anyone who plays the game.
Double Exp.
That’s all it took for the
program to be one of the most popular player-based programs in the
games history. Speeding up the grind to level any and all classes by
double is just too good a reward for most players to pass up.
On top of that, if you haven’t
yet subscribed to the game, it’s the only way to play it for free.
The whole program started due to
a flood of players. Other VR-MMORPGs attempted to break into the
market, but none caught on. Though the headsets were compatible with
all, the other games integrated far less well with the player. The
game tech and design was worse, basically.
In some cases, it was even
dangerous. The only other serious competitor, a western VR-MMORPG,
lost the vast bulk of its players after a small subset of subscribers
suffered nerve damage due to an improperly tuned raid encounter. Of
course, it was transient and curable, but still scary enough to tank
the sub count.
Simply put, it was the only
VR-MMORPG of its kind. It simulated everything from pleasure to
temperature and even some pain. If focusing, you could even feel your
in-game heart beat. It was the only game of its kind where you really
felt like you were your character.
So, it exploded in
popularity. As players flooded in, customer support was swamped with
new players asking trivial questions. The major game worlds, too,
were utterly overloaded with players. Veteran players were
complaining about long queues to log in and stability issues once
inside, while new players were getting a bad experience due to all
the tech troubles and server strain themselves.
So, the developers made mentor
worlds, denoted with a leading “M-” prefix. By making it so free
trial players *must* use these worlds, and throwing in the exp
bonus, every new player was tripping all over themselves to get into
one. And, once they hit 70, they could head out into a real game
world to join all the other players. Mentors and mentees were bribed
with the in-game boons and rewards, and thus strain was taken off
game staff and servers in one fell swoop.
Alas, the problem was the
program’s own success. It wasn’t a technical problem: shrunken
worlds were just as detailed, but did take up less space in the game
itself. Moreover, the inside of a house was instanced: that is,
separate from the main game world. Its own mini environment, in a
sense, which, through complicated means like hardware and legacy code
reasons, meant it was far less effort to have mini worlds in it than
a normal world standing on its own.
No, the thing is, there were very
few qualified mentors.
To be a mentor you needed a few
strict criteria.
Firstly, you had to finish the
current story. There was a rather long story to get through, with
days worth of cutscenes. Any max level player has done this, though,
and Euki was no exception.
The game had many classes, and of
the combat classes there were those that could tank, heal, and do
damage. Tanks held the attention of an enemy, healers healed damage,
and so-called ‘dps’ did lots of damage to the enemy.
One other requirement for being a
mentor was having a max level class for all three of those roles.
Euki had *every* class max
level, including those that just crafted goods or harvested materials
to be made into said goods which were sold for zril at typically
irrational prices. This took a bit of time, but Euki was far from the
only player to achieve this feat. The amount of players who did this
was small percent wise, but still in the many thousands given the
millions and millions that played the game. Those who had a class for
every combat role were even more plentiful.
There was one last requirement
for being a mentor though. It was by far the hardest, and most
exclusive. In order to be a mentor, you needed to have an in-game
house. This is cause you needed furniture with a surface--tables
mostly--for mentor worlds to be placed on.
Getting a house in FP was very,
very difficult. Although the inside of a house was instanced, the
outside was not. It existed in a neighborhood, and neighborhoods were
limited. There were tens of neighborhoods in a game with millions of
subscribers, and each neighborhood only had about 30 houses of
varying sizes.
To actually get a house, you
typically had to wait outside a vacant house and compete with others
to try and buy it before anyone else. This process took hours, as the
exact time it would go on sale was unknown by design. Someone leaving
their house was very rare, too, so you could guarantee there’d be
entire mobs when a house freed up.
There was another way to get a
house and it was the one Euki used: simply be playing the game before
most everyone else. Back then, getting a house was as easy as just
walking up and outright buying it. Few had the zril at the time for a
house, as they were the big anti-inflation measure at the time of
release.
Many players had the long-lasting
goal of getting a house. There were many reasons to get one. Not just
the mentorship program and its exclusive mount, but also the ability
to grow plants to sell in a backyard, or to decorate an interior to
match one’s personality or some desired theme or function.
Yes, a player could call
themselves very lucky to have a house in Foremost Phantasia.
Euki
had 12. Twelve houses, that is.
There
was a time when a character could have more than one house to
themselves, and it was a time
Euki played. The developers didn’t think it’d be an issue, as
houses were so expensive, but Euki had a surplus of zril to spend, so
she kept buying houses until cut off.
There
were once
talks to limit people to one house. That
meant Euki would
have to give up 11 of them,
but she and other multi-home-owners
complained till they got an exemption made for themselves. Though
they couldn’t buy more homes going
forward, they still
got to keep the excess they had.
Now, of her 12 homes, Euki
spent most of her time in just the one she ran the mentorship program
in. Two other houses were decorated, but the other 9 were essentially
empty, with only junk housing items the story quests threw at it
lining their halls.
She still kept them though, cause they
were special. Owning a house was rare, so it was special. And
anything, be it an item, a status, or a home, was made all the more
special, in her eyes, when others couldn’t get them. The harder it
was to get, the more special it felt to her.
So, with so few home owners, and
not all of them interested in the mentorship program, there was a
huge issue making sure every mentee could get into a mentored world.
When
the program first started,
mentors were limited to one world, and the worlds were big enough
that the mountains on the mini Anuzea landscapes
stretched inches in height.
The mentee players then were, too, much bigger in
comparison, even if still less than bugs overall.
Indeed,
the worlds were so big that they could
only be placed on large meeting tables. They often had entire rooms
dedicated to the table and the world. Accidents
and “accidents” were much fewer back then as a consequence.
They
still happened of course.
After all,
mentors back then still got curious if their thumb could move a
mountain: it could, it always
could. The real question was
could they avoid
pushing
their thumb too far forward and flatten that
nearby settlement or leveling
party as well: they seldom
could.
But,
that situation wouldn’t
do. There were far too many
mentees. So, the first thing the developers did was introduce
“megaworlds”, which was just a fancy term for putting three
worlds side by side. A megaworld “M-Megaworld
E1”, for instance, just meant
a megaworld where the first
world was “M-World E1”, and it contained “M-World E2” and
“M-World E3” as well.
This tripled the amount of people
who could get into a mentor world, but that helped for about a week
at most.
So,
developers just upped the cap for the worlds a mentor could oversee.
Then, the mentors complained
they didn’t have enough table space for the worlds. If
they wanted more, then they had to buy or craft more tables. This
bugged them, even if it meant
more Mentor Points.
So,
the developers
made it so you could shrink the worlds and megaworlds down further.
The
demand for mentors still continued while supply remained the same. As
time went on, the amount of worlds a
mentor could house
kept increasing, and the minimum size for worlds kept decreasing.
It
reached the point where Euki was: she had tens
of worlds under her ‘care’,
and the size she could shrink them made her seem like she was many,
many
miles tall.
How
many miles? Euki didn’t think of that too much. She figured she was
probably 10,
maybe 15
miles tall to them.
Maybe 100 miles or more.
It didn’t matter that much to her to know the exact amount.
Similarly, she didn’t know how small her mentees were in absolute
terms. She never cared too
much to math that out yet.
She didn’t care too much for math in general, which is part
of why she “mained” a
tank class: that
is, playing it more than any other combat class.
The
way Euki ran her worlds was that she always shrunk them as
much as the system would let her. That way, she could fit more on the
furniture about her
house, and thus fit more into her home overall. More worlds to mentor
meant more Mentor Points rolling in.
Euki knew she’d get that mount,
even if it cost 9,999,999 MP.