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{{Player driven narrative}}
 
{{Player driven narrative}}
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=== Legendary items ===
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{{Legendary items}}
  
 
== See also ==
 
== See also ==

Revisión del 07:21 1 mar 2018

Depiction of Laria Lemonte, an important character in Ashes of Creation lore.[1]

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.[2][3][4]

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.[3]Steven Sharif
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.[5]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.[7]Steven Sharif
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Algunos arcos argumentales se pueden desbloquear a través del sistema de tablón de anuncios.Para poder acceder a las misiones de los arcos argumentales será necesario cumplir ciertos requisitos.[8]

Lore

Ashes of Creation logo.[9]

Ashes of Creation es una referencia directa a la historia. Sin revelar demasiado, el fénix será un símbolo persistente a lo largo de la primera fase de la historia, y el mundo que habitarán los jugadores es un mundo perdido hace mucho tiempo que ha sufrido una calamidad devastadora.[10]Jeffrey Bard

El Fénix es el avatar celestial de la Diosa de la creación. Su sacrificio protegió a la gente de Verra durante el apocalipsis.[11]Steven Sharif

Hay diferentes partes del Lore en Ashes of Creation.[4]

Estos arcos narrativos conducen a uno o más arcos de misiones.[4]

  • Es posible que algunas historias estén relacionadas con un camino más oscuro o malvado, si un personaje así lo elige.[12]

We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[13]Steven Sharif

It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself.[14]Jeffrey Bard

Misiones épicas y legendarias

Las misiones épicas y legendarias impactan directamente en la narrativa del juego.[15] Estas misiones desbloquearán contenido bloqueado.[16]

Narrativa impulsada por el jugador

El mundo de Verra será el mismo en cada servidor, pero los Nodos se desarrollarán de forma diferente. Cada servidor tendrá diferentes narrativas. Las cosas que sucedan en un servidor pueden no suceder en otro.[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.[19]

It 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'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, it's incumbent upon you to manifest that in the game.[20]Steven Sharif

Objetos legendarios

Hay una pequeña probabilidad (RNG) de saquear objetos raros y legendarios o materiales de artesanía (crafting) de los enemigos en función del nivel, el estado y el tipo de enemigo. Esto también se aplica a la obtención de recursos con una profesión de recolección.[21]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[23]Steven Sharif

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]Steven Sharif

Algunos objetos legendarios pueden estar limitados a uno por servidor en todo momento.[27][28]

  • Si el personaje del jugador abandona el servidor, el objeto volverá a estar disponible para su adquisición a través de cualquier medio por el que se adquirió anteriormente.[27]

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.[28]

Un arma legendaria se distingue facilmente por su estética visual.[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, 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]Steven Sharif

Los objetos legendarios no están diseñados para ser temporales.[29]

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.[29]Steven Sharif

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

El descubrimiento de objetos legendarios desbloqueará más capítulos del Lore.[31]

Ver además

Referencias

  1. Forums - Dev Discussion #49 - Lore Characters.
  2. 2.0 2.1 2.2 2.3 2.4 Transmisión en vivo, 2022-04-29 (1:05:37).
  3. 3.0 3.1 3.2 3.3 3.4 Transmisión en vivo, 2022-03-31 (1:15:29).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 Transmisión en vivo, 2018-01-18 (39:08).
  5. 5.0 5.1 Transmisión en vivo, 2019-05-30 (1:18:16).
  6. Transmisión en vivo, 2017-05-26 (15:37).
  7. 7.0 7.1 Vídeo, 2018-04-05 (35:01).
  8. 8.0 8.1 8.2 8.3 Transmisión en vivo, 2017-10-31 (29:50).
  9. Ashes of Creation Press Kit.
  10. Interview, 2016-12-7.
  11. steven-phoenix.png
  12. Transmisión en vivo, 2017-05-26 (15:37).
  13. Vídeo, 2018-04-05 (37:50).
  14. Vídeo, 2018-04-05 (37:13).
  15. Transmisión en vivo, 2017-05-15 (20:58).
  16. Transmisión en vivo, 2017-05-08 (50:32).
  17. Transmisión en vivo, 2017-05-19 (37:03).
  18. Transmisión en vivo, 2019-12-17 (1:10:30).
  19. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  20. Transmisión en vivo, 2017-05-22 (28:02).
  21. Entrevista, 2020-07-18 (1:00:15).
  22. Entrevista, 2020-07-19 (8:43).
  23. 23.0 23.1 23.2 23.3 23.4 Entrevista, 2020-07-20 (21:57).
  24. 24.0 24.1 24.2 24.3 Transmisión en vivo, 2018-04-8 (PM) (55:49).
  25. Transmisión en vivo, 2020-07-25 (46:08).
  26. Transmisión en vivo, 2021-03-26 (1:02:06).
  27. 27.0 27.1 Transmisión en vivo, 2022-03-31 (1:15:02).
  28. 28.0 28.1 Transmisión en vivo, 2017-05-15 (38:08).
  29. 29.0 29.1 Transmisión en vivo, 2018-07-09 (25:34).
  30. Transmisión en vivo, 2018-04-8 (PM) (51:49).
  31. Transmisión en vivo, 2017-05-19 (44:18).