Template:Story arcs: verschil tussen versies
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↑ 1.0 1.1 1.2 1.3 1.4 Livestream, 2022-03-31 (1:15:29).
↑ 2.0 2.1 2.2 2.3 2.4 Livestream, 2018-01-18 (39:08).
↑ 3.0 3.1 Livestream, 2019-05-30 (1:18:16).
↑ 4.0 4.1 Video, 2018-04-05 (35:01).
↑ 5.0 5.1 5.2 5.3 Livestream, 2017-10-31 (29:50).
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(Update with new information) |
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− | [[Story arcs]] drive | + | [[Story arcs]] drive [[Narrative|narratives]] that play out on a particular [[Servers|server]]. Within these story arcs are specific points that can pivot to tell different stories based on predicates in the world.{{livestream|31 March 2022|1h15m29|J_1q7Djv-Lw}}{{livestream|18 January 2018|39m08|mD1q3aTRcPY}} |
− | + | : ''Within the context of these story arcs, there are specific points that they can pivot to tell a different story. That different story can be based on predicates that are in the world: from a player decision standpoint, from a cultural representation standpoint, from situational to which node gets developed. There's a lot of different components that interact with the way the dialogue and narratives play out on a particular server; and what that means is- and I've said this from the beginning many sandbox MMORPGS, they do not create as much curated content as theme-park MMORPGS; and their excuse for doing that is because they incorporate player-driven mechanics. But that's a bit of a cop-out and it's the opposite approach that we've taken with Ashes of Creation; and the reason for that is, if you give the player a door and there's nothing behind that door then opening the door is meaningless. So what we have to do is we have to create a very functional story arc system that provides content in many different ways, but is behind a door of world progress or world development that is then executed by the player population. And that's how we construct our narrative systems.''{{livestream|31 March 2022|1h15m29|J_1q7Djv-Lw}}{{ndash|[[Steven Sharif]]}} | |
− | * | + | * Player decisions and personal [[Quests|quest lines]].{{livestream|31 March 2022|1h15m29|J_1q7Djv-Lw}}{{livestream|30 May 2019|1h18m16|0KbuD3pj2Ik}}{{livestream|18 January 2018|39m08|mD1q3aTRcPY}} |
− | + | : ''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 you know every system that's created touches a story.''{{livestream|30 May 2019|1h18m16|0KbuD3pj2Ik}}{{ndash|[[Steven Sharif]]}} | |
− | + | * [[Racial influences|Cultural representation]] and cultural quest lines.{{livestream|31 March 2022|1h15m29|J_1q7Djv-Lw}}{{livestream|18 January 2018|39m08|mD1q3aTRcPY}} | |
− | + | * [[Regions|Regional]] quest lines.{{livestream|18 January 2018|39m08|mD1q3aTRcPY}} | |
− | + | * [[Node development]].{{livestream|31 March 2022|1h15m29|J_1q7Djv-Lw}}{{video|5 April 2018|35m01|NsPR_a2n5SM}}{{livestream|18 January 2018|39m08|mD1q3aTRcPY}} | |
− | + | : ''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.''{{video|5 April 2018|35m01|NsPR_a2n5SM}}{{ndash|[[Steven Sharif]]}} | |
+ | |||
+ | {{Update}} | ||
Certain [[Story arcs|story arcs]] can be unlocked through the [[Bulletin board|bulletin board]] system. Certain requirements would need to be met in order to access story arc [[Quests|quests]].{{livestream|31 October 2017|29m50|gsvSbCyRr6E}} | Certain [[Story arcs|story arcs]] can be unlocked through the [[Bulletin board|bulletin board]] system. Certain requirements would need to be met in order to access story arc [[Quests|quests]].{{livestream|31 October 2017|29m50|gsvSbCyRr6E}} | ||
− | * [[Mayors]] require certain [[Resources|resources]]. | + | * [[Mayors]] require certain [[Resources|resources]].{{livestream|31 October 2017|29m50|gsvSbCyRr6E}} |
− | * [[Buildings]] are required within a [[Nodes|node]]. | + | * [[Buildings]] are required within a [[Nodes|node]].{{livestream|31 October 2017|29m50|gsvSbCyRr6E}} |
− | * [[Social organizations|Social organization]] [[Tasks|tasks]] need to be completed. | + | * [[Social organizations|Social organization]] [[Tasks|tasks]] need to be completed.{{livestream|31 October 2017|29m50|gsvSbCyRr6E}} |
Versie van 2 apr 2022 01:48
Story arcs drive narratives that play out on a particular server. Within these story arcs are specific points that can pivot to tell different stories based on predicates in the world.[1][2]
- Within the context of these story arcs, there are specific points that they can pivot to tell a different story. That different story can be based on predicates that are in the world: from a player decision standpoint, from a cultural representation standpoint, from situational to which node gets developed. There's a lot of different components that interact with the way the dialogue and narratives play out on a particular server; and what that means is- and I've said this from the beginning many sandbox MMORPGS, they do not create as much curated content as theme-park MMORPGS; and their excuse for doing that is because they incorporate player-driven mechanics. But that's a bit of a cop-out and it's the opposite approach that we've taken with Ashes of Creation; and the reason for that is, if you give the player a door and there's nothing behind that door then opening the door is meaningless. So what we have to do is we have to create a very functional story arc system that provides content in many different ways, but is behind a door of world progress or world development that is then executed by the player population. And that's how we construct our narrative systems.[1] – Steven Sharif
- Player decisions and personal quest lines.[1][3][2]
- 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 you know every system that's created touches a story.[3] – Steven Sharif
- Cultural representation and cultural quest lines.[1][2]
- 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.[4] – Steven Sharif
Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[5]
- Burgemeesters require certain resources.[5]
- Buildings are required within a node.[5]
- Social organization tasks need to be completed.[5]