Narrative
Narratives (Meta-stories) that play out on a particular server are driven by various story arcs.[1][2][3][4]
- There is of course a meta-story. That meta-story gets informed by regional stories and regional outcomes; and depending on how players progress within their personal stories, that could be either racially based or could be their class-based. They could be a per-node basis. All of those things support a grand structure of the meta-narrative.[2] – Steven Sharif
- Q: What is your vision for the overall player story when comparing the more emergent personal stories versus the more curated story arcs?
- A: The narrative keeps in mind what the meta narrative is of the server; and that's something we have generally kept relatively close to the chest. It's something that we don't want to spoil leading up to our testers participating in Alpha-2 and Beta and eventually launch. It is however true that there is a meta narrative that exist within Ashes. There is a purpose why you are on Verra again; and the supporting narrative structures are there to reinforce what that meta narrative is. So, players will have insight into that as they travel and adventure within the world.[1] – Steven Sharif
Narrative events
Narrative events allow players to shape the story arcs that unfold on their server through the choices they make in key questlines.[5]
- The history of significant narrative events on a server, including when they first occurred and who participated in them, is canonized in libraries.[6][7]
- It is possible for some storylines to relate to a darker/evil path, if a character should choose.[8]
Történet szálak
Történet szálak felelnek egy vagy több küldetésvonalért az Ashes of Creation-ben.[4]
- Személyes küldetésvonalak.
- Kulturális küldetésvonalak.
- Regionális küldetésvonalak.
All of the events are based around storytelling. All of the narrative quests are based around storytelling. All the organizational quests are based around storytelling. You know the game is built from a story basically, so we want to make sure that there's context and relevancy for all of the actions that you're doing in the game.[9] – Jeffrey Bard
A mindent átívelő narratíva az, hogy a játékosok Verra gyermekei, akik hosszú idő után visszatérnek oda. Nem lesz mindenki "megmentőként" kezelve.[10]
Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so every system that's created touches a story.[9] – Steven Sharif
Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[11] – Steven Sharif
Bizonyos történetszálak a hirdetőtábla rendszerben elérhetőek. Bizonyos kritériumoknak kell megfelelni, egyes történetszállal kapcsolatos küldetések megkezdéséhez.[12]
- A polgármesterséghez bizonyos nyersanyagokra van szükség.
- Épületeknek meg kell lenniük a Node-ban.
- A szervezeteknek feladatokat kell teljesíteni.
Player driven narrative
The world of Verra will be the same on each server, but Node-ok will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[14]
- The overarching narrative of Ashes of Creation is that players are the returning children of Verra but they will not be characterized individually as "saviors".[10]
We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[15]
It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[16] – Steven Sharif
Narrative quests
Narrative quests will focus on gameplay that reflects the story and won't contain "filler".[17]
- What you find in the Narratives category is where you’ll find most of what you might call traditional quests. Because we’re jettisoning filler, we’ll have the resources to craft a really excellent story, with gameplay that reflects the scope of that story.[17]
Továbbiak
Hivatkozások
- ↑ 1.0 1.1 Élő adás, 2024-02-29 (1:23:07).
- ↑ 2.0 2.1 Élő adás, 2022-04-29 (1:05:37).
- ↑ Élő adás, 2022-03-31 (1:15:29).
- ↑ 4.0 4.1 Élő adás, 2018-01-18 (39:08).
- ↑ 5.0 5.1 Types of Events on Verra.
- ↑ Interjú, 2023-07-09 (59:31).
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑ Élő adás, 2017-05-26 (15:37).
- ↑ 9.0 9.1 Élő adás, 2019-05-30 (1:18:16).
- ↑ 10.0 10.1 Élő adás, 2019-12-17 (1:10:30).
- ↑ Video, 2018-04-05 (35:01).
- ↑ Élő adás, 2017-10-31 (29:50).
- ↑ Video, 2023-03-31 (28:11).
- ↑ Élő adás, 2017-05-19 (37:03).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Élő adás, 2017-05-22 (28:02).
- ↑ 17.0 17.1 MMOGames interview, January 2017