Duke streaked across the sky like a comet, entering this unknown Other Plane, a scene witnessed by many creatures on the earth.
From their perspective, they could only see a very small light point streaking by, hard to notice without close observation.
...
Robert has been in this game called "Oracle" for half a month now. This game explosively launched worldwide half a month ago, offering players an incredibly realistic gaming experience.
He originally did not believe a game could be so realistic, but upon truly entering the Oracle world, he found the realism of the game to be shocking.
Aside from seeing some panels and item information, everything else was almost indistinguishable from the real world.
Even the sensations of pain, smell, and taste are astonishingly real; being stabbed by a monster here would truly hurt.
However, the degree of pain can be lowered by players, and if turned to the lowest setting, the pain would be greatly reduced, feeling more like a needle prick even if stabbed.
Robert is an immensely experienced veteran gamer and a wealthy pay-to-win player.
He was known as a tycoon player in many games previously; in reality, he seemed to be the heir of some conglomerate, though few knew his precise identity.
On his first day in Oracle, Robert resolved to firmly establish himself in this game and become among the top individuals here.
He discovered the game was very hardcore; unlike other games where skills are used just by clicking, this game required actual learning and practice to truly master even the simplest Swordsmanship skill.
This game doesn't have a skill bar; everything requires self-study and mastery.
Such a troublesome, high-difficulty gameplay naturally left many players lamenting, as no one wanted to grind Swordsmanship after a full day's work in reality.
Were it not for Oracle's exceptionally lifelike design, many players would've quit by now.
Some highly talented players could release Sword Qi on the first day, and some could even cast small Fireball Techniques.
Everything felt incredibly real, as if they truly possessed such Extraordinary Abilities.
Because of the presence of such individuals, countless people learned of the game and flocked in, all wanting to experience the power of the Extraordinary.
Robert also found that the game had no class distinctions or job change systems.
Players could learn Swordsmanship to become Warriors or Magic to become Mages.
But the learning process had no fixed paths or guides, requiring exploration and discovery on one's own.
Oracle had no systems to discern storylines; everything had to be uncovered through player exploration and conversations.
After half a month of gameplay, Robert was increasingly amazed by the game's level of realism, barely able to imagine its content scale as that of a mere game.
He also used his real-world connections to investigate the game's company, but the investigation quickly stalled, involving global high-level secrets beyond his reach.
Robert realized the game was far from simple, indicating even more reason to continue playing.
He glanced at his task panel.
[LV4. Robert Yarvis]
Robert found it odd that the game didn't allow him to set a nickname, utilizing his real-world name directly.
Yet he hadn't performed any real-name authentication; his name appeared automatically upon entering the game and couldn't be changed.
After years of gaming, he hadn't encountered a game mechanism designed so strangely.
Due to the game's extremely realistic design, leveling up was exceptionally slow, lacking any concept of experience points.
In Oracle, upgrading by merely defeating monsters doesn't work; tasks won't provide experience points to aid leveling.
The only way to level up is through enhancing one's own power, requiring mastery of Swordsmanship and similar abilities or finding paths to accessing Extraordinary Abilities.
Robert currently knows two Extraordinary Paths: mastering the Fighting Spirit as a Warrior or Magic as a Mage.
Both paths are extremely hard to locate; Robert has been seeking them for half a month, also looking at other people's shared online guides.
He tried following these guides, only to discover most missions in the game are almost unique.
What is meant by uniqueness is that once someone completes a mission, others can't complete it anymore.
For example, a girl in a village needs honey to make bread; usually, many players can submit the honey to complete the task.
But not in this game, once the girl receives the honey and rewards the player.
Others who attempt to finish the task will only hear the girl say she already has enough honey and doesn't need any more.
Everything in this game mirrors reality so closely, all is dynamically progressing, unlike typical games with repetitive fixed parts; here, every day is different.
Robert also noticed the NPCs here are almost indistinguishable from real people.
Other games' NPCs only repeat the same words and actions, but all NPCs Robert has encountered so far are like real people.
However, one point shows these individuals are NPCs, which is that whenever players mention things from the real world, those NPCs hear some inexplicable words, completely unable to understand what players are saying.
Players noticed this and often talked recklessly about real-world matters before the natives.
Although natives found these individuals peculiar, they also deemed it reasonable, as players were considered heavenly beings by the natives.
In this game's background, heavenly beings are here to help enhance this world, they act strangely, originate from an Other Plane, and possess an Undying Body.
The Undying Body most clearly differentiates players from natives; players can revive even if beheaded or smashed to pieces by magic.
After dying, their bodies vanish and reappear at nearby respawn points.
Oracle's revival, however, requires money, which is frequently criticized by players.
Players believe this hardcore game design was specifically intended for monetizing this aspect.
Each day offers only one free revival opportunity; dying a second time requires payment for revival.
Robert felt this was strange; pay-to-win games he played before charged for battle power, this game has no game store, no sale of in-game items, only revival demands payment.
Revival costs also correspond to levels: the higher the level, the more expensive the revival.
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