Story arcs

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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]Джеффри Бард

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]Стивен Шариф

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]Стивен Шариф

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]

Лор

Логотип Ashes of Creation.[6]

Название Ashes of Creation является прямой отсылкой к сюжету. Не выдавая слишком многого, феникс будет постоянным символом во время первой фазы сюжета, и мир в котором будут обитать игроки давно утерян в результате страшной катастрофы.[7]Джеффри Бард

История мира Ashes of Creation состоит из нескольких частей[8]:

Эти сюжетные арки продвигают одну или несколько линий квестов.[8]

Мы принимаем историю мира очень близко к сердцу, потому что она очень богата. Она разнообразна. Она будет иметь применение и помимо MMORPG. Мы собираемся повести ее значительно дальше, но я хочу чтобы это было чем-то таким что игроки открывают сами, а не просто выдается игроку и становится неинтересным. При испытании истории игроки должны ощущать что она относится к ним на личном уровне. [9]Стивен Шариф

История про мифологию и открытие правды о которой говорят мифы и выяснение того что на самом деле случилось в этом мире давным-давно; это часть процесса исследования; и мы хотим чтобы игроки ощущали это всю игру, причем не только касаемо истории мира, но и собственно самого мира. [10]Джеффри Бард

Storyline quests

Storyline quests can have multiple stages. These quest stages can actually be failed.[11]

There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[11]Стивен Шариф

Расовые квесты

Quests may be based on a character's race.[12]

Different quests may relate to who the primary cultural contributor is to a node. This won't lock out content, but will add flavor to the quests.[12]

There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter.[12]Стивен Шариф

Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race.[13]Стивен Шариф

Quests that are race specific, title specific, or guild specific will likely be less than 10% of the total number of quests. 90% of quests should be able to be shared by everybody.[14]

Epic/Legendary quests

Epic and Legendary quests affect the narrative of the game.[15] These quests will unlock gated content.[16]

Player driven narrative

The world of Verra will be the same on each server, but Узлы will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[17]

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.[18]

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.[19]Стивен Шариф

История серверов

История каждого сервера будет отслеживаться и видна игрокам.[20]

Мы будем записывать историю мира для того чтобы иметь возможность рассказать людям историю до сегодняшнего дня. Новый игрок, присоединившийся спустя полгода после старта может посмотреть на каждый сервер, что сделали люди на этом сервере, как каждый из серверов справился с повествованием; и они могут сами решить к какому сообществу им присоединиться; в какой версии мира они хотели бы поучаствовать.[20]Джеффри Бард

Libraries

At the Village stage, the scientific node's unique building is the Library. Players can use the Library to access information, including (but not limited to) the following:[21]

Legendary items

Discovery of legendary items will unlock further chapters of the Лор.[22]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[23]

A legendary weapon is easily distinguished by its visual appearance.[24]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, you know they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[24]Стивен Шариф

Obtaining a legendary item will not be RNG based. It will entail obtaining construction components from various progression pathways.[24]

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[24]Стивен Шариф

Legendary items are not intended to be temporary.[25]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[25]Стивен Шариф

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