Template:Story arcs: verschil tussen versies

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<blockquote>''All of the events are based around storytelling. All of the 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.''{{livestream|30 May 2019|1h18m16|0KbuD3pj2Ik}}{{ndash|[[Jeffrey Bard]]}}</blockquote>
 
<blockquote>''All of the events are based around storytelling. All of the 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.''{{livestream|30 May 2019|1h18m16|0KbuD3pj2Ik}}{{ndash|[[Jeffrey Bard]]}}</blockquote>
  
The overarching narrative is that players are the returning children of [[Verra]]. They will not be characterized individually as "saviors".{{livestream|17 December 2019|1h10m30|BNRD57wHtAE}}
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The overarching [[Narrative|narrative]] is that players are the returning children of [[Verra]]. They will not be characterized individually as "saviors".{{livestream|17 December 2019|1h10m30|BNRD57wHtAE}}
  
 
<blockquote>''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]]}}</blockquote>
 
<blockquote>''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]]}}</blockquote>

Versie van 17 feb 2020 17:41

Story arcs drive one or more quest lines in Ashes of Creation.[1]

  • Personal quest lines.
  • Cultural quest lines.
  • Regional quest lines.

All of the events are based around storytelling. All of the 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.[2]Jeffrey Bard

The overarching narrative is that players are the returning children of Verra. They will not be characterized individually as "saviors".[3]

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.[2]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.[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]

  • Livestream, 2018-01-18 (39:08).
  • 2.0 2.1 Livestream, 2019-05-30 (1:18:16).
  • Livestream, 2019-12-17 (1:10:30).
  • Video, 2018-04-05 (35:01).
  • Livestream, 2017-10-31 (29:50).