Story: Instanced Narrative, Dialogue, NPCs, Character Development and more

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    • Story: Instanced Narrative, Dialogue, NPCs, Character Development and more

      Hello everyone, this is my 3rd in a series of 5 "Fundamental Game Suggestions From a Newb Perspective".
      Read my first thread on Threat Mechanics -Here
      my second on Making Gathering a Teamwork activity - Here
      my fourth on Achievements - Here
      and my final one on earlier PvP - Here



      Overview
      I feel as though this subject is probably going to be the most controversial of the ideas I am proposing. What it boils down to is "the players creating their own story" and players being able to interact with and understand the world around them. Becomes I believe opinions will be so diversified please share your own feelings on the subject.


      PvE is getting a lot of much needed updates, as discussed in Albion Development Recap (January 23), however there was one thing missing that was nagging at me as I watched the video. That is actual story that is taking place within the world.



      The Problem
      Right now, characters are bland and uninteresting. About the most talkitive creature I've been able to find is a wolf, and all he does is say "grrrr!". Going through dungeons there is no real sense of purpose or adventure. You simply crawl through it and at the end you kill some guy with a crossbow. Why? Because he has a crossbow I guess.

      The world of Albion has plenty of lore to go off of, but nothing in game implementing it. We see guards and mentions of beings, but we are incapable of interacting with them or learning about them.

      The devs have stated that they want the players to create their own story. Which is fine, that means that linear progression is off the table. However players still need some way to get a sense of story, and that they are actually interacting with it. Otherwise everyone is just on a different flat square and the heretics are no different from the devoted morgana followers aside from their skins (and in fact, the wolf would be better). Even in D&D or tabletop RPGs the DM provides the players with the background plot and a selection of NPCs, even if it is non-linear and the players themselves make up the story. In the case of this game, the developers are the DMs and they are creating a world for us. Part of the story that is being told needs to come from the environment itself and not just the players.

      A compelling story can go a long way into making players seek out further content within the game. Finding new tidbits of stories and interesting characters can be a reward in and of itself. Lots of games are based simply on the act of telling a story. There is most definitely a market of gamers who want some form of story.


      Proposed Solutions

      • Instanced Storylines- Have a path of some sort of story that the player can follow. These stories can be self contained, only taking place on one cluster or in a specific dungeon. However the story begins at some point and the player is able to reach an "end" after they have made an impact on the world. E.g. A group of travelers were told to go into a dungeon. The travelers find some mad man is keeping the princess hostage. At the end they are able to rescue the princess and she returns to the castle. At some other place there might be some other related storyline where players learn of some evil mastermind who hired the mad man in the first place.
      • Mob bosses and items that begin "Quests" - Following along with the idea above and the idea of mob bosses already presented in the dev recap the mob bosses can be doing something that will start a random mini quest that can include escorting, finding and killing another mob boss, fetch quests, transportation quests and etc.
      • Get rid of the quest camps - The current quest camps don't serve a purpose and are very clunky without telling any actual story. They only reward players with silver for killing mobs, which they earn by killing mobs anyways.
      • Have characters that say things- Things which are relevant and that pertain to what the character is doing or a part of the world that they are currently in. E.G. while exploring a dungeon the mobs might yell at the player about their evil plans or their emotional backstories. A guard at the gate might talk about what the King has been up to lately and how much he loves taxes.
      • Reoccurring Characters- You should be able to see the same character multiple times and learn new things about them, they should have personalities and even conflicts and relationships with other characters. People like the King and Morgana should be utilized as central figures from which the lore of Albion is explored
      • Other NPCs- We have people who are sitting in shops, watching over the harbors, signing contracts for personal islands, guards, monsters.... and that's about it. In addition to the characters mentioned above, we should have other NPCs which represent factions that the player are not a part of. Guards (outside of just the gate), people inside the huts we find scattered around Albion, and even petty criminals. Certain NPCs may even react to a player differently based on a players reputation level.


      What This Will Accomplish


      • More immersive environment
      • Content that players will want to explore
      • Reason to be out in the open world
      • Social interaction for players
      • Shared experiences that can be used for RP


      Other Ideas

      The proposed mini-quests and storylines could net you a certain amount of "Lore points" for one of the factions which when enough is accumulated it will unlock more quests and storylines at a higher tier for the same faction. This could give the player some sense of progression within the overarching story of the world of Albion.

      Multiple stories can go back to the same dungeon, utilizing the same content in a different way that provides a fresh experience for the players.


      Thank You for Reading!
      If you have any suggestions, counter-arguments, or feel that omitted any important information, please feel free to let me know! I'll update this post as needed. If you agree with my proposed solutions give this post a like to let the devs know.

      Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von Endymion ()

    • Soren_Kierkegaard schrieb:

      They made a good thing with the "investigation" quest for the event. It was my fav' ... well kind of the only one I liked tbh.

      It added a short story, this is the kind of stuff we can begin with to incent some RP into the game.
      I am still suspicious if the case was 100% solid... Majority sweet talked against the poor girl... I played it again with an alt and still... I wanted at least to get last word from her.

      ;)
      IGN : Ravenar
      Discord : Ravenar#2076
      Trial Keys on Request!
    • Ravenar schrieb:

      Soren_Kierkegaard schrieb:

      They made a good thing with the "investigation" quest for the event. It was my fav' ... well kind of the only one I liked tbh.

      It added a short story, this is the kind of stuff we can begin with to incent some RP into the game.
      I am still suspicious if the case was 100% solid... Majority sweet talked against the poor girl... I played it again with an alt and still... I wanted at least to get last word from her.
      ;)
      I would have liked some ... "tough" interrogation. Just in case .... you know, someone could have spit the truth !