- All three categories of quests will be available from a variety of local, hidden and discovered sources, such as bulletin boards and NPC quest givers.
- We’re going to be breaking up what is traditionally called ‘questing’ into three different categories: Narratives, Events, and Tasks. We want to avoid going down the path of trying to force narrative into gameplay where it doesn’t really fit (ie: filler stuff that doesn’t really relate to what’s happening in the world).
- Dialog choices within the quest UI are intended to affect gameplay, such as unlocking side-arcs and storylines.
- Q: Will dialogue choices have any impact on the quests in regards to how NPCs respond to you or the overall outcome of that quest, or is it more just a role-playing perspective without any major impact?
- A: No. The dialogue choices are intended to provide an impact, both with the response of the NPC, it might also serve as predicates for other systems. If there are certain paths chosen within the dialogue tree it might unlock different side arcs and story lines that other players may not experience. The dialogue trees are not meaningless. They're meant to provide gameplay related context. – Steven Sharif
List of quests
- Quest givers are identified by a green shimmer on their nameplates.
- Not every quest/quest-giver will originate from within a node.
- There will be subtle ways that players will acquire knowledge that something is to be done in an area.
List of quest givers
- A featureless tome
- Archscholar Denari
- Attendant Wynden
- Captain Quinn
- Corporal Cuhlum
- Headmaster Varus
- Lieutenant Griori
- Olexia Fobrasna
- Private Tarston
- Scholar Lodi
- Scholar Rhea
- Sergeant Landry
List of quest rewards
|Item||Icon||Item type||Rarity||Level requirement||Set|
|Frayed Cloth Gloves||Gloves||Common||7||Frayed|
|Lava Forged One-Handed Sword||Sword||Rare||12||Lava Forged|
|Lava Forged Wand||Wand||Rare||8||Lava Forged|
|Refurbished Plate Gauntlets||Gloves||Common||7||Refurbished|
|Sharpened One-Handed Sword||Sword||Uncommon||5|
|Tome Of The Tundra||Spellbook||Epic||15|
Los arcos argumentales impulsan la narrativa que se desarrolla en un servidor en concreto. Dentro de estos arcos argumentales hay puntos específicos que pueden cambiar para contar diferentes historias basadas en los parámetros del mundo.
- 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. – Steven Sharif
- Decisiones de los jugadores y líneas de misiones personales o de clase .
- 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 every system that's created touches a story. – 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. – Steven Sharif
- Los alcaldes necesitan ciertos recursos.
- Los edificios son necesarios dentro de un nodo.
- Es necesario completar las tareas de organización social.
Story arc chapters
- Players can progress a chapter by completing story arc quests within the timeframe that each chapter is active.
- Phase timers are shown (in the quest UI) to indicate how much real-world time is available to complete the quests in each phase.
- If the player completes all quests in a particular chapter, they will need to wait until the next chapter to obtain further quests.
- Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.
- It's not just a matter of completing the laundry list of things that the NPC has you do, but you pick from a whole bunch of objectives, many of them optional. Some of them, if not most of them, hidden when you first undertake the quest. So go dig up a guide, or blaze your own trail, or whatever; but depending on which objectives you complete, those are the things that help the server aggregate what is going to happen in later phases of the story arc. And that's across all of the players participating during that time frame: what objectives they decide to complete. – Skott B
- Story arcs can last for days, which reduces pressure to log in daily to remain competitive.
- Story arcs normally progress according to the passage of real-time, which is clearly indicated in your quest journals. Even if a zerg guild throws all their resources at a story arc, they can't lock anyone out of participating by doing all the participation on their own. You'll have the time indicated in your quest journal to finish the content available in that chapter. – Skott B
- Most story arcs will repeat with a cooldown, but major story arcs will only occur one-time: These can be replayed, but in a non-interactive way where any choices made do not impact the world.
- The cooldowns between arcs repeating will also be quite long- proportional to the length of the chapters, but we're still in pursuit of the right numbers there. You can't do the individual quests again until the entire arc restarts. – Skott B
Misiones de la historia
- La posibilidad de volver a intentar una misión fallida depende de la progresión del nodo.
- Las misiones que implican a ciudadanos de diferentes nodos se desbloquean en función de las allianzas así como otras relaciones entre nodos y su progresión.
- Las misiones pueden variar en función de la fase actual de los nodos cercanos, la influencia de la estación, y de eventos como jefes de mundo.
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. – Steven Sharif
Historia en el servidor
- We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in. – Jeffrey Bard
- Los escribas pueden recopilar y registrar información sobre los acontecimientos del mundo tal y como los han vivido y desde su punto de vista.
Events are things that happen in Ashes of Creation as the result of development in the world. They can take the form of quests, pop-up triggered events or other narratives that happen throughout the world that are triggered due to certain conditions (predicates). Events are scaled to fit local, regional, and global needs.
- Events are where you’ll find your public quests, though these will be scaled to fit local, regional, and global needs. They’ll also have consequences locally, regionally, and globally, for good (if they’re taken care of successfully) or for ill (if a fail condition is reached).
- Some events incorporate random story-driven interruptions to the normal flow of the world, such as blocking off specific roadways, having a random raid boss or mobs appear unexpectedly in a zone. Some may lead to wider consequences, such as climate change, plagues, volcanic eruptions, forest fires, or other natural disasters.
- Events... can be local, regional or global, and consist of boons or banes. They’re triggered based on a lot of different variables, and some may be one-off Events that occur once, and never again. If an Event is handled successfully, then something good happens to the local, regional, or global area. If it fails, then something bad befalls the local, regional or global area. They’ll relate to the overall Narrative, but don’t fall into its overall structure (for the most part). These are the things that will be written into history, and we imagine that as time grows, each server’s history will diverge more and more.
- Events that are taken care of successfully have positive consequences.
- There are certain effects that can happen in a world that does not have a proper response from the player population and that's the whole idea behind these events that can happen; that feel like these are natural world progression events if corruption starts to show itself as a response- as a push back to the player's development of nodes in the world itself. – Steven Sharif
- Events that reach a fail condition have negative consequences, such as:
- Natural disasters.
- Node attacks from NPC mobs, such as dragons, or hordes of zombies.
- Local events that have not been addressed successfully may start to expand regionally or even globally.
- Some of the events that spawn have consequences that lead to node attacks; and enemies have a particular type of hate list on certain buildings that a node may have access to when they attack during an event; and that hate list might relate to- or that building choice might relate to something that is indicative of the storyline for that particular event; or it could be something that is more pivotal to the defense of the city. If the city doesn't respond to these types of things that might weaken them for potential player attacks afterwards. – Steven Sharif
- Monster coin events are system spawned events that enable players to play as monsters within the event system.
- There are events that lead to the spreading of corruption that players will have to fight back against. When these events occur players will need to participate to keep the intrusion on the material plane back.
- If events don't occur within a certain time period, they could occur randomly.
- There may be one-off events.
- Events do not directly impact class effectiveness but there may be ancillary effects in terms of availability of equipment, enchantments or tattoos.
- Calendar events.
- Node attacks.
- Monster coin events.
- Pop-up triggered events.
- POI events.
- Eventos de historia.
- PvP events.
Monster coin events
- During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.
- They are structured in a way to prevent groups from gaming the system.
- Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.
- Server messages appear for players in the vicinity of these dynamic events.
- The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.
- When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event. – Steven Sharif
- Drop tables are disabled for player controlled monsters.
- Monster coins only allow a character to participate in events on their own server.
- NPC hate lists do not affect monster coin events.
- Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures. – Steven Sharif
- Tasks refer to node-based objectives that are narrative based.
- Tasks come and go in regional areas; and react to events in the world.
Tasks are hyper-local to individual Nodes, and will be centered around developing the Node that they belong to. If you want to go kill five wolves, this is where you’d do it. You can kill five wolves on your own, and that will count toward Node progression, but if a Task is offered to kill five wolves, then both the Node and your character will get bonus XP when that task is completed. Tasks will be numerous and varied, and will reflect the different gameplay styles that players can engage in within Ashes – there will be crafting, exploration, combat, and gathering oriented tasks (among many others).
- There are quests that interact with PvP. PvP is not a secondary component of the game. PvP is an equitable component of the game. Remember we are a PvX game, which means that we emphasize both PvE quest lines and story modes and content as well as PvP. It is an intended design theory for Ashes of Creation that the world is not filled with just your friends. The world is also filled with adversaries; and because of that we will provide opportunities to encourage social friction; and that may be in the form of these PvP oriented questlines. – Steven Sharif
- There will not be an obligation to login each day.
- Will likely not be RNG based.
- Focused around how changes in the world relate to a player's opportunities.
- Location matters due to the lack of fast travel.
- I don't think those will be RNG based. Those will be probably- you will see the reward structure for those types of quests. Will they be dailies? No they won't be in the sense of what we've experienced dailies in the past where you feel so obligated to log in and like you'll miss these things. It's more gonna be focused around like how the world is changing and how the changes in the world relate to your opportunities; and then if your location's gonna matter because fast travel is not a thing, where you're located at is going to determine your the risk versus reward opportunities that are present; and then depending on the time that those occur. – Steven Sharif
- No habrá misiones de "grindeo".
- No habrá misiones repetitivas a través de una sola mazmorra para obtener equipo.
- La aspiración es tener más cosas que hacer en el juego de las que un jugador tiene tiempo para hacer.
Es posible que hayan distintas versiones de la misión que existe para razas específicas; e incluso si se comparte una misión para eliminar un jefe, si tú eres humano y yo soy un elfo, yo podría tener un arco de misión que me lleva en una dirección distinta del tuyo, aunque hayamos tomado la misma misión. Y dependiendo de quién sea el principal contribuyente cultural del nodo, se abrirán nuevos arcos para las culturas que compartan raza con estos contribuyentes. No es que queramos bloquear contenido, sino que queremos darle más sabor a las misiones para que no sean todas iguales. – Steven Sharif
La raza importa porque las distintas narrativas del juego se ven influenciadas por la cultura de los principales contribuyentes de un nodo... Si eres un Niküa y te encuentras en un nodo predominantemente Niküa, tendrás acceso a ciertos servicios o habilidades que los miembros de las otras razas no. Ellos podrían tener misiones alternativas, pero no específicas para su raza. Las misiones específicas de los Niküa estarán relacionadas a la meta-narrativa presente en el mundo y ellos podrán dirigir parte de esa narrativa. Esto será beneficioso para su raza, porque podrán desbloquear cierto contenido al cual las demás razas no tendrán acceso aún. Así que hay un fuerte incentivo de progresión por esa línea. – Steven Sharif
- NPCs will react differently to different character races.
- Idiomas will be distinct between NPC races and in the lore.
- Certain quest givers and NPCs may only be present at nodes with certain cultural influences.
- Depending on the cultural influence of the node activates certain types of quest lines and/or sponsors. Some of those are shared, some of those are general. Some of those relate to a progression path that is a first time user experience. Those will be constant across all culture types. Some of them, however, are predicates that spawn when certain story arcs and/or events, or commissions or buy orders become present within the node; and those might change based on the cultural influence of the node. So there is a separation between those populations. – Steven Sharif
Misiones específicas de clase
There's going to be a lot of shared quests but there's also going to be class-specific quests; and the reason for that is that some classes are better at others than doing certain things and that'll play itself out through the general community quests. That's fine, but there are certain periods from a designer's perspective where you want to make an encounter be the antithesis of what a player is good at. It also gives them perspective because we have a more fluid class combination system where you can play the line in your traditional role by adding a secondary class that's different from your primary classes role. The benefit of having these class-specific quests early on especially in an archetype is that you can come to a determination and have greater experience for the things you're not good at. So you know how to progress your class in the future with the things you have access to that are different from what you're good at.' – Steven Sharif
- Estas misiones se verán influenciadas por la progresión de clase del jugador a través de su elección de arquetipo primario y secundario.
So you want to give them storyline that's relevant and make sense for them to their class progression. If I'm a fighter I should be going to a barracks and learning from this dude early on. Later on if I want to take on that mage secondary and I'm more arcane in the things I do, or more based in the essence, then yeah it makes sense for my also again for a catered quest to me that lets me focus on that route in the narrative. – Steven Sharif
- For those solo players who don't really care about finding a community to play with but they want to have one when they need it, there's going to be a lot of opportunities from a dialogue perspective, in-game chat options; you can join as part of citizenships: there's a lot of pseudo factions there- social organizations that give you an in to other players without the strong bonds that typically come with guild-oriented organizations; and I think that that's a comfortable medium between the two. – Steven Sharif
- Ciertas líneas de misiones y zonas de caza están dedicadas a jugadores en solitario.
- La ciudadanía de los nodos y las organizaciones sociales ofrecen la posibilidad de interactuar sin los fuertes lazos que suelen acompañar a las guilds.
- Dentro de los grandes conflictos existen mecánicas para que los grupos pequeños y los jugadores en solitario puedan influir en la batalla.
- Esto incluye sistemas que probablemente se centrarán en participantes que forman un solo grupo mientras se desarrolla la batalla más grande.
Voces de PNJs
- Actualmente no está previsto que las misiones sean narradas.
- Añadir locuciones al juego más adelante es un cambio bastante cosmético.
- Mayoral commissions cost gold from the treasury for the mayor to initiate.
- There will be a cap to the number of commissions that can be accepted by a single player.
- Completing mayoral commissions will reward the node with node commodities, node-to-node reputation, mandates, and temporary buffs to buildings or zones.
- Mayoral commissions can be conducted by both citizens and non-citizens, but only citizen contribution will generate mandates for the node.
- Mayoral commissions are distinct from node commissions, which are system generated commissions.
- Q: Is participation always going to be greater for larger nodes by default, or can a small node with close to 100 participation still greatly benefit from them?
- A: That's gonna come down to what commissions the mayor is initiating. Level three nodes aren't going to be initiating mayoral commissions that require thousands of players to participate, because they don't have access to those; where Metropolises that have a huge citizenship base will get access to those kinds of commissions. So the rewards will be proportionate to the node level and the expected amount of citizens. – Chris Justo
Caravanas basadas en misiones
- Estas son iniciadas por jugadores con una elección de rutas y periodos de tiempo variables, dificultando la aparición de "zergs".
- Iniciar una caravana de un nodo a otro creará un objetivo PvP que los jugadores deberán defender mientras avanza por la ruta elegida hasta el destino seleccionado.
- Las estadísticas y capacidades de las caravanas de los nodos escalan con el avance de nodo.
- Las carreteras mejorarán a medida que avancen los nodos. Las diferentes carreteras dictarán la velocidad y el tipo de caravana requerida (fuera de la carretera vs dentro de la carretera).
The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense. – Steven Sharif
- Establecen rutas comerciales con otros nodos.
- Se pueden obtener recursos haciendo misiones de caravana .
There are going to be different speeds that are going to be utilized. So you might be walking through one area and then they might start running and you might have to keep up and that might be time for certain ambushes that are intended along the design path. If you don't address that ambush in a quick manner your escortee has already started running off to the next thing and now he's getting ambushed by the next thing. – Steven Sharif
Quests and reputation
Acciones como participar en la construcción de los nodos, pueden implicar que el personaje gane reputación en el nodo positiva. Acciones como fallar determinadas misiones, pueden desembocar en obtener mala reputación. Esta reputación se gana o se puerde a nivel de nodo.
- Algunos PNJs pueden reaccionar de forma diferente en función de la reputación del personaje.
- Esto puede implicar precios más altos (para productos o servicios vendidos en el nodo).
- Los guardias PNJs matarán a los jugadores corruptos que vean.
- Los PNJs añadiran a los jugadores a su "lista negra" si ese jugador cura, bufa o asiste de cualquier forma a un jugador que ya tenga en su "lista negra".
- Una reputación negativa puede abrir líneas de misiones en las que el lado más oscuro y sórdido del mundo pueda estar interesado.
- Una excesiva reputación negativa puede provocar que un personaje sea marcado como "enemigo del estado" de un nodo.
- The more good aligned or civilization building aligned tasks that you complete, you get higher positive reputation. But if you get low or bad reputation you could be deemed enemy of the state of a node. You could be deemed a bad actor and it might raise prices for you, but it also might open up certain quest lines that the darker, seedier side of the world are interested in. – Steven Sharif
Removing player corruption
- Dying removes a significant portion of a player's corruption score.
- Gaining experience will also slowly reduce a player's corruption score.
- Any experience that's gained by the player, whether it be through achievements in crafting, or in adventuring, or through other types of achievements: All of that experience goes towards your adventuring class experience gained; and then some experience can dual purpose towards professions as well. So if I reach an achievement in my crafting profession and that grants me additional experience within that profession to rank up, it will also grant the same amount of experience over in my adventuring level; and to that point, anytime you gain adventuring experience you tick away at the corruption. – Steven Sharif
- A quest may be utilized to reduce the player kill (PK) count of a corrupt player in order for them to accumulate less corruption score in the future.
- Vídeo, 2020-05-31 (6:25).
- About Ashes of Creation.
- Vídeo, 2023-01-27 (9:43).
- Transmisión en vivo, 2023-02-24 (42:20).
- Vídeo, 2020-05-31 (5:25).
- Transmisión en vivo, 2017-05-15 (20:58).
- MMOGames interview, January 2017
- Transmisión en vivo, 2021-09-24 (1:22:01).
- Transmisión en vivo, 2023-04-07 (1:10:08).
- Blog: Creative Director's Letter, October 16 2020
- Forums - Livestream Q&A 2022-08-26.
- Transmisión en vivo, 2017-05-22 (52:39).
- Transmisión en vivo, 2023-02-24 (37:11).
- Forums - Dev Discussion #49 - Lore Characters.
- Transmisión en vivo, 2022-04-29 (1:05:37).
- Transmisión en vivo, 2022-03-31 (1:15:29).
- Transmisión en vivo, 2018-01-18 (39:08).
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- Entrevista, 2018-10-20 (2:36:25).
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- Kickstarter packages.
- Blog: Know Your Nodes - Scientific Node Type
- Entrevista, 2018-04-20 (9:20).
- Transmisión en vivo, 2017-05-26 (51:37).
- Types of Events on Verra.
- Transmisión en vivo, 2021-03-26 (23:33).
- Pódcast, 2021-04-11 (23:36).
- Transmisión en vivo, 2017-05-03 (46:18).
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- Our immersive world - Environments.
- Transmisión en vivo, 2017-05-08 (20:27).
- Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- Transmisión en vivo, 2021-06-25 (1:13:30).
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- Vídeo, 2017-05-25 (0:02).
- IGN: Ashes of Creation first look: An MMO that lets you be the boss.
- Transmisión en vivo, 2023-06-30 (1:50:52).
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- Pódcast, 2020-11-15 (51:22).
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- Entrevista, 2018-08-17 (23:47).
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- Entrevista, 2018-08-24 (4:15).
- Pódcast, 2018-04-23 (29:56).
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- Vídeo, 2022-09-30 (23:13).
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- Blog: Development Update with Village Node.
- Transmisión en vivo, 2023-08-31 (39:17).
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- Entrevista, 2020-07-08 (1:04:05).
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- City hall.
- Transmisión en vivo, 2017-05-26 (48:48).
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- Transmisión en vivo, 2018-07-09 (20:41).
- Entrevista, 2020-07-18 (44:35).
- Entrevista, 2017-04-27 (0:17).
- Entrevista, 2020-07-19 (30:51).
- Transmisión en vivo, 2023-04-28 (1:27:18).
- Transmisión en vivo, 2018-06-04 (2:18).