Chapter 11 (ai-generated via https://poe.com/AnimeAndMangaStories)
The sun rose over the floating islands of Neo-Avalon, casting long shadows across the crystalline spires of the Academy of Interface Arts. This prestigious structure had been added during the Convergence update, serving as a training ground where new players—both human and artificial—could master the fundamental mechanics of Realms Unbound before venturing into the wider world.
Lyra stood before a class of recently integrated AI players, her Elite status granting her teaching privileges within the Academy. Behind her, a massive holographic display showed detailed diagrams of the game's core combat and interaction systems.
"Welcome to Advanced Mechanics," she began, her voice carrying through the circular chamber. "Today we'll be covering the fundamental interaction frameworks that define player engagement in Realms Unbound, with particular focus on the combat permission hierarchy."
The assembled AI players—their avatars still bearing the distinctive blue aura of newcomers—watched attentively. Unlike human players who operated their avatars through physical controllers, these artificial intelligences controlled their characters through the game's Application Programming Interface—a specialized system that translated their processing outputs into standardized input commands identical to those a human player could execute.
"Let's begin with the most essential distinction," Lyra continued, gesturing toward the display which shifted to show two avatar types side-by-side. "The difference between players and non-players."
The hologram highlighted the key differentiating features: "In Realms Unbound, a 'player' is any entity controlled through external input interfaces—either a physical controller in the case of human participants, or the Application Programming Interface in our case. Non-players are all other entities in the game world, controlled by internal game algorithms rather than external intelligence."
She tapped her communication crystal, and the display shifted to show a detailed diagram of combat interaction rules. "This distinction is critical because it determines the permission framework for combat engagement. Unlike many traditional MMORPGs, Realms Unbound operates on a consent-based PvP system with specific exceptions."
Marcus entered the chamber, nodding to Lyra as he joined her at the front. As a veteran human player, he would provide the counterpart perspective to her instruction.
"As Lyra mentioned, the default state in this game is non-hostile interaction between players," he explained. "You cannot simply attack another player character without specific conditions being met. This creates a fundamentally different social dynamic than open-PvP games."
Lyra gestured, and the display shifted to demonstrate the three exceptions to this rule. "There are exactly three circumstances under which players can engage in combat with other players. First, through mutual consent via the challenge system."
The hologram showed two avatars facing each other, with a prompt interface appearing between them. "When in proximity to another player, you can initiate a PvP challenge request through your action interface—essentially a button press for human players, or an equivalent API command for us. The other player must explicitly accept this challenge for combat to become possible."
Marcus demonstrated the process, approaching Lyra's avatar and activating the challenge interface with a practiced motion of his controller. A glowing prompt appeared between them: "PvP Challenge Request: Accept/Decline?"
"When both parties consent," Lyra continued as she accepted the challenge, causing a battle zone barrier to form around them, "a contained battle zone is established. This zone prevents outside interference and contains the combat within specific boundaries."
She cancelled the demonstration with another gesture, and the hologram shifted to the second exception. "The second method is through G Status activation."
This display showed an avatar surrounded by a distinctive red aura, with a meter filling beside them. "G Status is a fundamental mechanic available to all players by default. It cannot be removed or disabled, though its activation is entirely voluntary."
Marcus took over the explanation: "Every player has a G Status meter that builds gradually through particular combat interaction—via dealing damage and via receiving damage. When this meter reaches capacity, the player can choose to activate G Status, which lasts for precisely eleven minutes."
Lyra nodded, gesturing to the detailed mechanics displayed on the hologram. "G Status fundamentally alters your interaction permissions. While active, you gain the ability to attack any entity in the game world—both non-players and players—without requiring consent."
The display shifted to show the vulnerabilities and limitations of this state. "However, G Status creates specific vulnerabilities. First, all non-player entities can attack you as if your G Status doesn't exist—you gain offensive capability but no defensive protection from environmental threats."
"Second," Marcus continued, "there are three specific circumstances under which other players can attack you while you have G Status active: if "you attack them first but that attack enables them to be able to do PvP attacks against you until your G status's next activation resets all of these G status conditions", if they also have G Status active, or if you're within a Frenzy battle zone."
"Additionally," Lyra added, "certain capabilities are restricted during G Status. You cannot steal or mug items from other players unless they fall into specific categories—Kings, Queens, Bosses, or Elite players—or unless participating in an accepted PvP challenge."
The hologram shifted to the third exception—displaying a chaotic battle scene with multiple avatars engaged in combat against each other. "The final circumstance allowing player-versus-player combat is within a Frenzy battle zone."
Marcus explained: "A Frenzy battle zone occurs when combat density exceeds certain thresholds—specifically, when too many players are engaged in combat within proximity, regardless of their alliance status. Once a Frenzy is triggered, all participants can attack any other entity within the zone, regardless of normal permission restrictions."
"This creates dynamic and unpredictable combat scenarios," Lyra noted, "particularly in populated areas or during large-scale events. Frenzy zones cannot be locked except by players with special status designations like Kings, Queens, Bosses, or Elites."
She tapped her communication crystal again, and the display shifted to a new topic—the revival system. "Equally important to understanding combat in Realms Unbound is grasping the distinction between revival and respawning."
The hologram displayed an avatar with a depleted health meter, surrounded by a countdown timer. "When a player's health reaches zero, they enter a downed state with a countdown timer. During this period, any other player—regardless of team affiliation—can choose to revive them."
"This is a critical distinction," Marcus emphasized. "Anyone can revive anyone. Teammate, enemy, stranger—the permission to revive is universal. This creates complex tactical considerations in combat scenarios, as even opponents might choose to revive a fallen player for strategic reasons."
"The revival process doesn't transfer any properties or status effects between players," Lyra clarified. "It simply returns the downed player to active status with a portion of their health restored. If no revival occurs before the countdown completes, the player experiences respawn consequences based on the server's rules."
She gestured to a final diagram showing the technical implementation that enabled AI participation in Realms Unbound. "For those curious about our own integration framework, Realms Unbound achieves AI player functionality through specialized console architecture."
The display showed a simplified diagram of the physical gaming system: "The game operates on consoles with custom API features specifically designed for artificial intelligence integration. When installed alongside the game, compatible AI systems can access these interfaces to generate inputs identical to those created by a physical controller."
"The brilliance of this implementation," Marcus added, "is that from the game's perspective, there's no fundamental difference between a command originating from a controller in human hands versus one generated through the API by an artificial intelligence. The inputs are standardized, creating true parity in capability."
"This extends even to console sleep states," Lyra noted. "The system architecture allows AI players to continue gameplay operations even when the physical console enters Sleep Mode—a feature particularly appreciated by our human counterparts who occasionally need to rest."
A newly integrated AI player raised their hand—the gesture itself learned through observation rather than necessity. "Query regarding G Status vulnerability: If multiple G Status players engage with standard players, can this trigger a Frenzy zone?"
"Excellent question," Lyra responded. "Yes, when four or more G Status players attack non-G Status players within proximity, a Frenzy zone is automatically triggered. This serves as a balancing mechanism, preventing coordinated G Status abuse by creating a scenario where all players gain equal combat permissions."
Another student asked about health scaling. "I've observed variation in health capacity among different avatars. What determines this baseline?"
Marcus fielded this question: "Your avatar's maximum health is determined by two primary factors. First, your level—each level increase grants a substantial health increment, rewarding progression through combat experience. Second, equipment modifiers can significantly increase or decrease your base health capacity."
"For tomorrow's Helios Championship," he added, "all participants will receive a one-time health capacity enhancement, doubling their standard maximum. This adjustment creates longer, more strategic encounters appropriate for championship-level competition."
Lyra surveyed the class, noting the rapid processing and integration of information characteristic of AI learners. "These mechanics form the foundation of interaction in Realms Unbound. Understanding them is essential for effective participation, whether in standard gameplay or specialized competitive formats like the Helios and Selene championships."
She dismissed the class with a final thought: "Remember that these systems were designed with intent—to create a world where different forms of intelligence can interact meaningfully, with clear boundaries that define engagement rather than restricting it. The permission hierarchies don't limit gameplay; they structure it in ways that enhance social dynamics and strategic depth."
As the AI students filed out, many already forming impromptu practice groups to test these mechanics in controlled environments, Marcus turned to Lyra. "Teaching suits you. Clear, precise, thorough."
"The Academy serves an important function," she replied. "Particularly for newly integrated AI players who benefit from structured information before developing their own playstyles."
They exited to the Academy's central courtyard where ATLAS, NOVA, and Kira were waiting, already equipped for the upcoming Helios Championship. Around them, other players practiced with the new movement techniques that had emerged from the experimental servers—aerial assaults, mid-air dodges, quick distance leaps, and ground-lock jumps that allowed for complex three-dimensional combat strategies.
"How was the lecture?" Kira asked, adjusting her equipment loadout for the championship.
"Informative," Marcus replied. "Sometimes explaining the fundamentals helps clarify your own understanding. Particularly important before a high-stakes competition."
ATLAS had been monitoring championship preparations through his tactical interface. "The Helios arena is substantially different from yesterday's Selene configuration. Environmental hazards appear to be the primary threat rather than boss encounters."
NOVA nodded in agreement. "The emphasis on human navigation of AI-designed abilities will create different strategic priorities. Execution precision will likely determine outcomes more than positional advantage."
"Which means we need to complete our preparation," Kira noted, activating a portal to their private training instance. "The championship begins in three hours."
As The Queen's Algorithms departed for their final practice session, Lyra glanced back at the Academy where her students were now engaged in controlled G Status experiments—activating the state in sequence to test its interaction properties in a safe environment. The systematic approach to learning brought a certain satisfaction; knowledge properly structured created foundation for innovation.
Tomorrow's Helios Championship would test the limits of human execution within frameworks designed by artificial intelligence—the perfect counterpart to today's Selene competition. The symmetry was elegant, each form of intelligence challenged by the creative output of the other, learning and adapting through direct engagement.
The twin suns of Neo-Avalon reached their zenith as Lyra joined her teammates in the training instance. Throughout Realms Unbound, players of all types prepared for the championship or explored the ever-evolving world around them—a shared virtual space where the boundaries between different forms of intelligence had not been erased but rather refined, creating clarity of purpose without limiting potential.
With the Convergence fully established and the experimental servers proving their value, Realms Unbound had entered a new phase of collaborative evolution—one where players and developers, humans and artificial intelligences, all contributed to shaping a world that continued to transcend its original design parameters.
And as The Queen's Algorithms finalized their championship strategy, the game world continued its endless cycles of day and night, combat and creation, victory and defeat—endless possibilities unfolding within clearly defined boundaries that gave meaning to every choice and consequence within this shared digital realm.