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Story arcs
Story arcs are unlocked by multiple types of player activity within each server realm.[5][3][2][6]
- 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.[6] – Steven Sharif
- Personal or class-based activity.[10][11][12][13][7][8][14][9]
- It is possible for some storylines to relate to a darker/evil path, if a character should choose.[15]
- 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.[14] – Steven Sharif
- If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[5]
- Story arcs drive one or more storyline quests within the game.[16][17][18][19][9]
- Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[16][17]
- The developers will try to ensure that story arcs in future expansions flow on from existing story arcs, regardless of the different possible outcomes.[16]
- Story arcs can initiate world events.[20]
- There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[21]
- We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[21] – Skott B
- Story arcs offer content tailored to players at various adventuring levels. Lower level story arc content can influence what higher level players are able to do.[22]
- Q: Are the story arcs designed to engage players of all levels simultaneously, or certain segments specifically tailored for high-end or endgame content?
- A: We have story arcs that do both. We have story arcs that are catered towards high-end level ranges that are very specific to the types of adventuring levels that we want players to participate in that story arc, and then we have some story arcs that have different sections which cater to a broader diversity of level ranges; and the way we approach players participating in those more broader story arcs is that the activities of the lower level players feed up through the story arc, so what they're doing influences even what higher level players are able to do. And meeting the certain quota of objectives that are necessary to progress the story arc requires participation down the line across the story arc features. So, to answer your question shortly: We have both.[22] – Steven Sharif
- Corrupted resources are variations of resources that are only available in corrupted areas or during certain story arcs.[23][24][25][21]
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.[26]
- Mayors require certain resources.[26]
- Buildings are required within a node.[26]
- Social organization tasks need to be completed.[26]
Story arc chapters
Each chapter (phase) in a story arc can cause changes across the entire server realm, such as environments, monsters, NPCs, Quests, and pathways.[18][4][7][8][9]
- Players can progress a chapter by completing story arc quests within the timeframe that each chapter is active.[18]
- Phase timers are shown (in the quest UI) to indicate how much real-world time is available to complete the quests in each phase.[17]
- If the player completes all quests in a particular chapter, they will need to wait until the next chapter to obtain further quests.[28]
- Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[16][17]
- 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.[17] – Skott B
- Story arcs can last for days, which reduces pressure to log in daily to remain competitive.[29]
- 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.[21] – 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.[29][30]
- 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.[28] – Skott B
Story arc quests
Story arc quests (Storyline quests/Narrative quests) contain objectives for each chapter of a story arc.[16][17][18][19][9][31]
- Players can progress each chapter by completing story arc quests within the timeframe that each chapter is active.[18]
- Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[16][17][19]
- You can't really farm the quests in any meaningful way, because once you've done the quests in a chapter, that's it until the next chapter. Whether 1000 people participate or 10, the chapters will stay active for the same length of time, and as long as you participate in the clearly-marked time frame in your quest journal, you're good. The only thing that a concentrated effort can help with is influencing the narrative paths through the arcs.[28] – Skott B
- These quests stages can be failed. The ability to retry a failed quest depends on Node progression.[19]
- 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.[19] – Steven Sharif
- Quests may differ based on the stages of nearby nodes, seasonal influences, and events such as world bosses.[32]
- Quests involving citizens from multiple nodes are unlocked based on the alliances and other relationships between the nodes and their progression.[33]
Story arc rewards
Story arc rewards are designed to provide an engaging and balanced way to experience the player-driven story of Ashes of Creation.[21]
- Rewards will be balanced over multiple story arc branches to avoid a "meta", where certain branches provide universally better loot than others.[21]
- We, as much as humanly possible, want to have balanced rewards whenever there are branches and avoid having one branch in a story arc have rewards that are universally better than the other rewards in other branches. Like quests in most other MMOs, story arcs will never provide best-in-slot loot, as that is the purview of other game systems (look to crafters, raids, etc for that). I'd consider the system functioning well if players are more concerned with the state of the world or PoI they're working around than the explicit loot rewards.[21] – Skott B
- Rewards will not provide best-in-slot loot, which is intended to be gained through other systems, such as crafting and raids.[21]
- These systems are story- and lore-first. They interface with other systems for sure, but they aren't the best way to gain experience, gold or character power. If we accidentally lock something extremely valuable behind a single branch of a single storyline, then that'll be a mistake on our part. The cursed spiritbloom that we talked about in the livestream is available throughout the duration of the story arc regardless of the branches players take, for example.[21] – Skott B
List of story arcs
- An Ancient Violence
- Dead Trees with Ghost Leaves
- Harrower Moon
- Relic of War
- The Blood Still Due
- The Enemy Within
- The Minotaurs
- The Orb of Ultimate Essence
- The Pilgrim's Problem
- The Priestess and the Piper
Narrative
Narratives (Meta-stories, story paths) that play out on each particular server realm are driven by world development, player activity, and story arcs on that realm.[34][35][7][8][9]
- There are a lot of different paths to level that all have some equity within them, however the main story path is something that players are encouraged to participate in. It definitely roots your perspective from a player in the world and what you're doing here. It gives you that context, but then also that narrative system is built to be dynamic and react to world state conditions and predicates and player activities. So, it doesn't feel like it's just this canned progression throughout the world. Each server is going to interact with that storyline differently based on how players develop.[34] – Steven Sharif
- The main story path is something that players are encouraged to participate in.[34]
- There is of course a meta-story. That meta-story gets informed by regional stories and regional outcomes; and depending on how players progress within their personal stories, that could be either racially based or could be their class-based. They could be a per-node basis. All of those things support a grand structure of the meta-narrative.[7] – Steven Sharif
- Q: What is your vision for the overall player story when comparing the more emergent personal stories versus the more curated story arcs?
- A: The narrative keeps in mind what the meta narrative is of the server; and that's something we have generally kept relatively close to the chest. It's something that we don't want to spoil leading up to our testers participating in Alpha-2 and Beta and eventually launch. It is however true that there is a meta narrative that exist within Ashes. There is a purpose why you are on Verra again; and the supporting narrative structures are there to reinforce what that meta narrative is. So, players will have insight into that as they travel and adventure within the world.[35] – Steven Sharif
Player driven narrative
The world of Verra will be the same on each server realm, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[37]
- The overarching narrative of Ashes of Creation is that players are the returning children of Verra but they will not be characterized individually as "saviors".[38]
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.[39]
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.[40] – Steven Sharif
Narrative events
Narrative events allow players to shape the story arcs that unfold on their server realm through the choices they make in key questlines.[41]
- The history of significant narrative events on a server realm, including when they first occurred and who participated in them, is canonized in libraries.[42][43]
- It is possible for some storylines to relate to a darker/evil path, if a character should choose.[44]
Server history
The history of each server realm will be tracked and visible to players in a node's library.[43][46]
- This design may have changed.[47]
- 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.[46] – Jeffrey Bard
- Scribes may be able to collect and record information about the events of the world as they see it from their point of view.[48]
Visuals
2024-03-03 2023-04-17 2023-04-01
See also
References
- ↑ Video, March 31, 2023 (14:14).
- ↑ 2.0 2.1 2.2 2.3 Video, March 31, 2023 (3:32).
- ↑ 3.0 3.1 Video, March 31, 2023 (1:22).
- ↑ 4.0 4.1 Video, March 31, 2023 (6:30).
- ↑ 5.0 5.1
- ↑ 6.0 6.1 6.2 Video, April 5, 2018 (35:01).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Livestream, April 29, 2022 (1:05:37).
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 Livestream, March 31, 2022 (1:15:29).
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 Livestream, January 18, 2018 (39:08).
- ↑ Livestream, April 7, 2023 (55:22).
- ↑ Livestream, March 31, 2023 (1:00:16).
- ↑ Livestream, October 28, 2022 (32:52).
- ↑ Livestream, June 1, 2017 (37:39).
- ↑ 14.0 14.1 Livestream, May 30, 2019 (1:18:16).
- ↑ Livestream, May 26, 2017 (15:37).
- ↑ 16.0 16.1 16.2 16.3 16.4 16.5 Livestream, April 7, 2023 (58:39).
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 Video, March 31, 2023 (14:20).
- ↑ 18.0 18.1 18.2 18.3 18.4 Video, March 31, 2023 (12:47).
- ↑ 19.0 19.1 19.2 19.3 19.4 Interview, October 20, 2018 (2:36:25).
- ↑ Video, September 29, 2023 (2:59).
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 21.6 21.7 21.8 21.9
- ↑ 22.0 22.1 Podcast, May 10, 2024 (8:54).
- ↑ Interview, July 9, 2023 (47:05).
- ↑ Livestream, March 31, 2023 (59:10).
- ↑ Video, March 31, 2023 (16:42).
- ↑ 26.0 26.1 26.2 26.3 Livestream, October 31, 2017 (29:50).
- ↑ Video, January 27, 2023 (9:43).
- ↑ 28.0 28.1 28.2 28.3 28.4
- ↑ 29.0 29.1 Livestream, March 31, 2023 (49:32).
- ↑ Video, March 31, 2023 (25:20).
- ↑ MMOGames interview, January 2017
- ↑ Livestream, March 26, 2021 (1:12:51).
- ↑ Livestream, July 25, 2020 (1:50:20).
- ↑ 34.0 34.1 34.2 Livestream, September 27, 2024 (1:47:04).
- ↑ 35.0 35.1 Livestream, February 29, 2024 (1:23:07).
- ↑ Video, March 31, 2023 (28:11).
- ↑ Livestream, May 19, 2017 (37:03).
- ↑ Livestream, December 17, 2019 (1:10:30).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Livestream, May 22, 2017 (28:02).
- ↑ 41.0 41.1 Types of Events on Verra.
- ↑ Interview, July 9, 2023 (59:31).
- ↑ 43.0 43.1 Blog: Know Your Nodes - Scientific Node Type
- ↑ Livestream, May 26, 2017 (15:37).
- ↑ Kickstarter packages.
- ↑ 46.0 46.1 Interview, April 20, 2018 (9:20).
- ↑ Livestream, September 29, 2023 (1:14:29).
- ↑ Livestream, May 26, 2017 (51:37).