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Stream My Life As A King Wad by Paul Blanton - SoundCloud[^3^]

  • vitorbenchcudar
  • Aug 20, 2023
  • 6 min read


The game is a city-building game set in the world of the action RPG Final Fantasy Crystal Chronicles and is the third title in the series of the same name. Following the events of the first Crystal Chronicles game, the son of a king who lost his kingdom during that game establishes a new one and sets about creating a peaceful and prosperous land.


My Life as a King takes place after the events of Final Fantasy Crystal Chronicles, in a remote area of the peaceful world where the miasma that ravaged the land has now cleared. As kingdoms rebuild, the new king of a realm somewhere, having lost his father's old realm to the Dark Lord, now tries to revive his kingdom through a mysterious power called "Architek" that he received from the crystal.[1] The king pays for research for new items for his warriors to purchase and sends them out to purge the land of evil.[2] The player is free to give the kingdom the name of their choice, with "Padarak" being the suggested default.




my life as a king wad




The game is a fantasy city-building simulator in which the player creates a kingdom from the ground up. Starting with a barren town consisting of a lone castle and a large power crystal, by using the crystal's power the player can magically place a variety of buildings to populate the settlement and draw in residents. The game makes limited use of the Wiimote's motion-sensing abilities and can be played one-handed.[3] Each "day" lasts approximately 10 minutes and players are given an increasing number of options and as to what to do that day as the game progresses.[4][5] At the end of each day, adventurers return and the player reviews what was accomplished that day.[4][5]


To continue using the crystal to build up the settlement, the player must accumulate elementite which must be obtained from the dungeons and caves that surround the town.[4] Instead of gathering the crystals first hand, the game prompts the player to recruit young citizens to do so by posting tasks on a town bulletin board.[3][4][5] These "adventurers" are paid via taxes the player collects from the residents of the town, as well as from treasures found during their quest. The player can follow their progress by reading message boards placed around town, as well as by talking to their penguin assistant, Pavlov.[3]


The player must also tend to the needs of their residents by building amenities such as a bakery to increase their morale, which increases the citizens' productivity and helps the kingdom develop.[5] Other needs include weapons shops to better equip their adventurers. As the game advances and the number of quests increases for the player, their adventurers will be able to gain experience and new aspiring adventurers will also appear, asking to be recruited.[6] Players are also rewarded for repeatedly talking to their citizens.[4] My Life as a King also includes a New Game Plus feature, available upon completion of the storyline. It offers "hard" and "very hard" difficulty levels for subsequent playthroughs which retain the adventurers, with their statistics and equipment, from the previous playthrough.[7]


My Life as a King also features additional downloadable content including new costumes for the king and his assistant Chime, the addition of three different races to become employable warriors for quests, new quests which unlock new buildings, a jukebox, new adventurer names, a library to gain new warrior abilities, and "Infinity Spire", a new dungeon with unlimited challenges.[8][9] The additional content was priced between 100 and 800 Wii Points.[10][11][12] The downloadable content was first made available on April 1, 2008 and 8 items were initially offered.[13] Users who purchased and downloaded the game before April 1 were able to download the update from the add-on software menu within the castle.[14]


Square Enix wanted to be one of the first companies to make games for the WiiWare service to attract more attention to their game as it was very different from other Final Fantasy games.[15] One of the developers of Front Mission: Online, Kenichiro Yuji, was chosen as the games director.[16] Several gameplay ideas were considered for the project, including making it an action role-playing game or a sandbox video game, but the developers were not fans of the sandbox genre and settled on making an action role-playing game.[3][8] The game originated from the concept that the player should control a king, rather than the hero, what they called an "inverted game" from the usual format.[3][15] The battle system went through four revisions, much of which was discarded before the final design was agreed upon.[3][17] At first it was thought that players would spend most of their time observing the action, but eventually features were added to encourage player engagement through various activities.[18] Battle reports thus became one of the toughest challenges for the team, and went through several iterations to get right.[7] The development team also found it difficult to write dialogue that would keep the game exciting without the player actually participating in or even witnessing the battles.[15]


Not originally conceived as a Final Fantasy title, the game began from a prototype of Final Fantasy Crystal Chronicles to cut down on the projects costs.[17] The game was linked to the Crystal Chronicles story through the game mechanic of summoning objects into existence through thought, a theme of the game series.[8] Later in development empire building and strategy genres influenced the gameplay, but effort was made to simplify that genre's usual high learning curve.[8] Many features did not make it into the final game, including a "freeplay" mode with randomly generated dungeons every game, and an epilogue, which was removed for not fitting in with the finished game.[10] The bakery was going to be replaced by a general store, but using a bakery was more appealing to the developers.[16] Multiplayer was another feature the director was enthusiastic about, with ideas including a "kings tournament" where players competed against each other, and recruiting adventurers from other kingdoms, but was not included.[3][7]


On May 20, 2008, the web browser sidegame Final Fantasy Crystal Chronicles: My Life as a King - Everyone's Kingdom was launched on the North American Square Enix Members website. The game acts as a foil to My Life as a King, where the players are the citizens, encouraging the growth of the kingdom (seen practically as increasing house levels and unlocking features) and, eventually, fulfilling behests.[32] A sequel to the game, Final Fantasy Crystal Chronicles: My Life as a Darklord, was released in 2009. Playing as Mira, the daughter of the predecessor's antagonist, players discourage the growth of the kingdom while keeping adventurers from taking siege of her tower.


The game takes place in Final Fantasy's spin-off Crystal Chronicles world, where a poisonous gas - known as the miasma - has covered everything, unleashing hordes of monsters in the process. As My Life as a King starts, the miasma has lifted and our trio of heroes are returning to their abandoned home town. As well as the boy king under your control, there's also Chime, his teleporting mentor, and Sir Hugh Yurg, a Liltie warrior knight. In the centre of town is a giant blue crystal, which imbues the king with the power of Architek - the ability to conjure buildings out of thin air. Doing so uses up the crystal's supply of elementite, a resource that can only be found beyond the city walls. After some lengthy story scenes, which will charm Final Fantasy fans and annoy the pants off everyone else, you're finally allowed to get down to business.


As the king, you're not allowed to go questing, so instead you must build houses and then hire adventurers from the families that live in them. The game is chopped up into daily chunks, and each day allows you to issue behests - or kingly instructions - to your adventurers. Sending them off to explore new areas of the map, or to defeat the boss monsters they discover along the way, is a major component of this and your best way to restock your supply of elementite and unlock new building types.


For all this backstage fiddling, the adventurers pretty much look after themselves - they'll spend their wages on the items they choose, head into the wild for more EXP points without your approval and even spend the day in bed if they feel overworked. Yes, the adventurers can be a headstrong bunch. You can't order them about directly, only post your requests and hope that you've managed your resources in such a way that the right adventurers are available to undertake the task. Each new quest appears on the town notice board (you can add more later, so you can have more than one quest on the go at a time) and interested adventurers queue up for the job. You can then handpick the best ones for the job, suggest the less able need some more experience or just send everyone out and bite the bullet when they all come back looking for a day's wages.


Once you unlock the tavern, you can start putting your adventurers into balanced parties, while there are numerous other factors that you can directly - and indirectly - influence to maintain their fighting form. Characters that live close to specific buildings will grow up absorbing the relevant attributes, for instance. An adventurer who lives near the white mage academy, therefore, will be more suited to life as a white mage. Town morale can give them a boost, which you can increase by throwing holidays, making sure everyone has the right amenities and simply by wandering around your domain talking to people. While the game is never overwhelming, there's undeniably a lot of variables to tinker with. Thankfully, it never descends into hellish micro-management, and the prospect of keeping your citizens happy is more of an occasionally fun distraction than a constant chore. 2ff7e9595c


 
 
 

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