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Template:Player driven narrative: verschil tussen versies

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(8 tussenliggende versies door 2 gebruikers niet weergegeven)
Regel 1: Regel 1:
The world of [[Verra]] will be the same on each [[Servers|server]], but [[Nodes]] will develop differently. Different servers will have [[Player driven narrative|different narratives]]. Things that happen on one server may not happen on another.{{livestream|19 May 2017|37m03|LUJugtqTBxw}}
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[[File:SxYG s8L2PKZj1JU.mp4|thumb||<blockquote>''One of the major goals I feel like we have is to allow player decisions to have consequences and to have meaningful results from the decisions that they make, so it seems like people can really create their own stories.''{{video|2023-03-31|28m11|UeX-zfPImlk}}{{ndash|[[Aimi Watanabe]]}}</blockquote>]]
  
<blockquote>''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.''{{web|http://www.mmogames.com/gamearticles/interview-ashes-of-creation-on-building-their-virtual-world/|Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.}}</blockquote>
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The world of [[Verra]] will be the same on each [[Servers|server]], but [[Nodes]] will develop differently. Different servers will have [[Player driven narrative|different narratives]]. Things that happen on one server may not happen on another.{{livestream|2017-05-19|37m03|LUJugtqTBxw}}
  
<blockquote>''It kind of 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 know 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, you know it's incumbent upon you to manifest that in the game.''{{livestream|22 May 2017|28m02|dT7KJT_NYEk}}{{ndash|[[Steven Sharif]]}}</blockquote>
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* The overarching [[Narrative|narrative]] of [[Ashes of Creation]] is that players are the returning children of [[Verra]] but they will not be characterized individually as "saviors".{{livestream|2019-12-17|1h10m30|BNRD57wHtAE}}
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<blockquote>''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.''{{web|http://www.mmogames.com/gamearticles/interview-ashes-of-creation-on-building-their-virtual-world/|Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.}}</blockquote>
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<blockquote>''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.''{{livestream|2017-05-22|28m02|dT7KJT_NYEk}}{{ndash|[[Steven Sharif]]}}</blockquote>

Huidige versie van 22 sep 2023 om 22:58

One of the major goals I feel like we have is to allow player decisions to have consequences and to have meaningful results from the decisions that they make, so it seems like people can really create their own stories.[1]Aimi Watanabe

The world of Verra will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[2]

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.[4]

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.[5]Steven Sharif