Author Topic: So, what lore do folks have questions about?  (Read 11636 times)

Offline zebramatt

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Re: So, what lore do folks have questions about?
« Reply #45 on: February 01, 2012, 07:02:10 am »
What are the cubelike things filling the sky in the second photo from the concept art thread?

I figured that was an artistic nod in the direction of the fragmentation of the world, as seen on the world map.

Offline Tagek

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Re: So, what lore do folks have questions about?
« Reply #46 on: February 01, 2012, 07:34:19 am »
Hey guys!
It doesn't completely fall under the ''lore'' aspect of the game but I was wondering something;
There are so many giant left over houses / buildings that are very intact.
Why don't the survivors just migrate to a large building instead of building wooden cottages out in the snow?

Sorry if this has been answered before, but it feels a little immersion-breaking to enter a giant villa with working light and even left over furniture and then continue to live out in the snow.
« Last Edit: February 01, 2012, 07:36:10 am by Tagek »

Offline x4000

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Re: So, what lore do folks have questions about?
« Reply #47 on: February 01, 2012, 08:13:48 am »
What are the cubelike things filling the sky in the second photo from the concept art thread?

That's just a stylistic concept art thing, not something from the game itself. It's meant to show how the world has been kind of torn apart and put back together -- the regions all slashed together, etc.
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Offline zebramatt

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Re: So, what lore do folks have questions about?
« Reply #48 on: February 01, 2012, 11:27:15 am »
Hey guys!
It doesn't completely fall under the ''lore'' aspect of the game but I was wondering something;
There are so many giant left over houses / buildings that are very intact.
Why don't the survivors just migrate to a large building instead of building wooden cottages out in the snow?

Sorry if this has been answered before, but it feels a little immersion-breaking to enter a giant villa with working light and even left over furniture and then continue to live out in the snow.

I imagine there are two reasons for this: 1) all those monsters; and 2) the Ilari really don't like mod cons.

Offline x4000

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Re: So, what lore do folks have questions about?
« Reply #49 on: February 01, 2012, 11:33:16 am »
Hey guys!
It doesn't completely fall under the ''lore'' aspect of the game but I was wondering something;
There are so many giant left over houses / buildings that are very intact.
Why don't the survivors just migrate to a large building instead of building wooden cottages out in the snow?

Sorry if this has been answered before, but it feels a little immersion-breaking to enter a giant villa with working light and even left over furniture and then continue to live out in the snow.

I imagine there are two reasons for this: 1) all those monsters; and 2) the Ilari really don't like mod cons.

I missed that question -- the answer is that, without the direct protection of the Ilari, non-glyphbearers can't go out into the world at the moment.  In terms of the villagers building stuff in their own settlements to live in rather than tents, that's coming this week. :)
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Offline BobTheJanitor

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Re: So, what lore do folks have questions about?
« Reply #50 on: February 01, 2012, 11:39:13 am »
Heh.. this sounds like an AD for that game.. guess i just wanted to say that deep complex lore CAN be exposited in dialog easily if you make it a "what do you know" question, not everyone knows a lot of history but that farmer that for generations was harassed by magic creatures has interesting "lore" on them. The way Square Enix does lore is TERRIBLE, not to mention that Square Enix does not even understand how to do a game-world without literally making half the world static-1-reply-npc's

I totally agree that 'less is more' should always be the rule for lore. When a game does it right, it gives you hints of a big fascinating world. When a game does it wrong, it tries to tell you everything about that world until you're skipping pages of text to just get to the flipping gameplay. You want the players to be wanting more story, but the game should never quite be giving it to them. That keeps them moving along to find out what the next crumb of information is going to be.

An example of failing this would be Dragon Age Origins (don't know about the sequel, I've always heard it's so bad that I never bothered). They really REALLY want to tell you about their world. Constant journal entries popping up with all sorts of details about everything you come across in the world. Books you can find everywhere you go that go on for pages and pages of backstory and world history. It's way too much. The writing is good, mind you, and the world is interesting. And I'm the type of person that will usually read most of those things. But when you dump it on the player over and over like that, the player is likely to lose all interest.

An example of this done well is a few years old game that I just became familiar with recently, Immortal Defense. Some people probably know it. It's a tower defense game, but the back story is that you are a person whose 'ghost' was taken out of his body and put into a different dimension of space where you can attack ships that are moving through hyperspace before they get to their destination, thus defending your world from the incoming attack before it gets there. (and allowing for creeps to move along a line that you can build your towers next to, thus perfectly fitting the standard tower defense formula) The game presents story in the form of characters talking to you briefly before each mission, either others that inhabit the same dimension as you, or messages from people left back home. These are usually brief, a few sentences or a paragraph at most. And every level's story leaves you wanting more, so you keep playing to find out what new facet of the story is going to be revealed next. I know they must have done something right because I am not overly fond of tower defense games, and yet on the first day I got this game I played it for 6 hours straight. I just had to see what bit of the story was going to be revealed next.

But then, I'm not entirely sure how to implement that sort of story progression in an open procedural sandboxy game. I leave that up to the experts. :D

Offline Tagek

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Re: So, what lore do folks have questions about?
« Reply #51 on: February 01, 2012, 12:03:13 pm »
Hey guys!
It doesn't completely fall under the ''lore'' aspect of the game but I was wondering something;
There are so many giant left over houses / buildings that are very intact.
Why don't the survivors just migrate to a large building instead of building wooden cottages out in the snow?

Sorry if this has been answered before, but it feels a little immersion-breaking to enter a giant villa with working light and even left over furniture and then continue to live out in the snow.

I imagine there are two reasons for this: 1) all those monsters; and 2) the Ilari really don't like mod cons.

I missed that question -- the answer is that, without the direct protection of the Ilari, non-glyphbearers can't go out into the world at the moment.  In terms of the villagers building stuff in their own settlements to live in rather than tents, that's coming this week. :)

Ah, thanks for the reply. That knowledge will help alot with my immersion into the world. :)

One other thing, are the Ilari (according to their respective lore) meant to be crystals or is their current appearance just a placeholder type of thing? (No disrespect meant, it just seems a little odd for all-powerful beings to be shaped like crystals. ^^)

Offline x4000

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Re: So, what lore do folks have questions about?
« Reply #52 on: February 01, 2012, 12:05:12 pm »
The Ilari aren't crystals, but none of the art is placeholder, either -- you're communicating with the powerful beings through the crystals, is all.  And they work some magic through the crystals.  The actual beings themselves are... elsewhere.

And yeah, Immortal Defense is awesome. :)
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Offline Tagek

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Re: So, what lore do folks have questions about?
« Reply #53 on: February 01, 2012, 12:09:51 pm »
The Ilari aren't crystals, but none of the art is placeholder, either -- you're communicating with the powerful beings through the crystals, is all.  And they work some magic through the crystals.  The actual beings themselves are... elsewhere.

And yeah, Immortal Defense is awesome. :)

Oh, wow. That suddenly makes it that much more awesome!
This whole time I thought they were actually talking crystals, haha.

Thanks for clearing this up! **goes back to playing the game**

Offline x4000

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Re: So, what lore do folks have questions about?
« Reply #54 on: February 01, 2012, 12:17:35 pm »
My pleasure!
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Offline mrhanman

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Re: So, what lore do folks have questions about?
« Reply #55 on: February 02, 2012, 11:18:53 am »
I understand the gameplay mechanics, but is there a lore reason for why you lose all your spells between continents?

Offline x4000

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Re: So, what lore do folks have questions about?
« Reply #56 on: February 02, 2012, 11:20:39 am »
I understand the gameplay mechanics, but is there a lore reason for why you lose all your spells between continents?

That's a great one -- added it to the list.
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Offline mrhanman

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Re: So, what lore do folks have questions about?
« Reply #57 on: February 02, 2012, 11:43:39 am »
I also find myself wondering why you start the tutorial in the middle of nowhere.  How did you get there?  Did the Illari teleport/create you there?  Who are your parents?  How did you come to be in the world?  Maybe a concept art-style montage could explain this.

Offline Underfot

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Re: So, what lore do folks have questions about?
« Reply #58 on: February 02, 2012, 11:48:58 am »
Who crippled all of those dragons?  Does Environ has a less-lethal version of Chuck Norris?

Offline x4000

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Re: So, what lore do folks have questions about?
« Reply #59 on: February 02, 2012, 01:28:27 pm »
Arrow to the knee, of course.
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