Archaeology is an idea for a new system that would span across three distinct areas (gather, puzzle, and reward). It is meant to serve as a platform to deliver lore for less popular events in Tyrian history. When it is all said and done, the following elements would be added to the game;
- new gathering tool
- new gathering locations types
- new collections panel
- new puzzle system
- new permanent addition to all Home instances
- new stylized cutscenes
- new achievements
- new title
In order to explain the full scope of this idea, I will walk you through it as a player would go through the process.
Gathering
Players are going to need new gathering tools, a trowel and brush. Even though they are technically separate tools, they would be packaged as one tool in the equipment panel. Just like other gathering equipment, no set of tools is built equal. Some tools will only be usable on “easier” dig locations, some will have an increased chance to yield additional resources, etc.
Equipped with the proper gathering equipment, the player can now seek out a dig sites around Tyria. As any archaeologist would tell you, the best places to dig are places with historical significance (Dwarven Ruins, all of Orr, submerged Lion’s Arch, etc). When players come across said dig sites, they can activate the gathering just as they would and other gathering node. What they receive will be a bit different though.
Players will be searching for puzzle pieces from these archaeology nodes. In addition to puzzle pieces, random crafting materials can also be obtained from dig sites (bone shards, gems, metals, etc.). Given that there is no need for duplicate puzzle pieces (i.e. historical evidence), each player will only ever receive a given piece once. This will require a randomization system of a set number of pieces to be assigned to each player and dig site.
Puzzle
As players collect their puzzle pieces, they can begin putting the puzzle together. Players will be able to travel to a Home instance to find that Culture’s Representative of the Tyria Historical Society (example name). Next to the given culture’s representative, will be a workstation where players can begin putting the puzzle together. From the workstation players will see a list of the various historical accounts they have collected artifacts (puzzle pieces) for. When they select a given historical account, it will bring up the puzzle specific to it.
Players will then have to figure out where each piece goes. This includes determining the proper rotation of each piece. This puzzle system will obviously need to remember where the player leaves each piece, including the arrangement of the pieces that have not been placed (some puzzlers like to arrange their puzzle pieces according to shape and rotate them in the same orientation). After a player has collected all of the necessary puzzle pieces and arranged them properly, they will unlock the history that those artifacts collectively revealed.
- Puzzles could either be jigsaws or tiles.
- As puzzles progress in complexity, they will simply have more individual pieces.
Reward
Each completed puzzle will unlock a historical account that will be told by the Cultural Representative to the Tyria Historical Society (depending on which Home Instance a player is in). Regardless of which home instance a player is in, each puzzle will yield the same cutscene that will play as the given Cultural Representative narrates. These cutscenes and narrations will always be available from Cultural Representatives in the Home Instances.
Of course there will be achievements associated with the new system, as well as titles. However, as this system can be built upon indefinitely after its implementation, achievements and titles should be created with this understanding. They should be created to be acquired after x number of completions; e.g. 6/6 puzzles will grant an achievement and title, but after a year an additional achievement and title could be created, as there would then be 12 puzzles in total.
- This system will be similar to crafting systems, in that progression and rewards are Soulbound.