mixing lore with gameplay and game mechanics

mixing lore with gameplay and game mechanics

in Lore

Posted by: Vukorep.3081

Vukorep.3081

TLDR: I wish the lore and the story would be more than “magic, magic everywhere” that then turns out into “go collect said magic”

back in the original guild wars game i fully enjoyed the story telling and lore.
it felt “natural” and as if i was reading a book, i could play trough the story with my hero. It had good character developments and the world i plaid in felt tied with the story.

recently ,with the hot personal story and more so with LW season 3 i notice they add something to the story, to the lore and later turn it into a game mechanic,currency or gear….

a few examples.

We slowly discover the white mantle is still very active and tempering with the bloodstone….and then we start collecting it for our self? trade it in and get cool magical gear from it…

a dragon dies and it spills magic all over the place…and then we gather it for our selves again…

(POSSIBLE SPOILER BASED ON RUMOURS FOR NEXT EXPANSION)
more dragon die, and we harnest their power to become more powerful at our profession…

Cmon anet… im but a humble commoner from Divinity’s Reach… i steped out from the city and helped Logan defend Shamour from the Centaurs…and now im a ex vigil, ex pact commander elder dragon slayer who absorbs elder dragon magic to become a …idk.. the next Balthazar?

I wish the “pres F to read a few lines from the book/tablet/piece of paper on the ground” was more than just a few lines that are stashed across the map that explain some loose ends from previous lore/story or add more rich details about the current one.

Still a fun game to play tho

mixing lore with gameplay and game mechanics

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Posted by: Danikat.8537

Danikat.8537

It’s a common theme in fantasy games.

Baldur’s Gate is often considered one of the best RPGs and that starts with you as a random stable hand in a remote fortress and ends with you as a demi-god defeating another demi-god and absorbing their power. And then there’s the entire Zelda series where Link always starts off as some random (e.g. a child, a blacksmith’s apprentice or a ranch hand) and ends with him as the prophesised hero of legend who is the only one capable of wielding a variety of weird powers and is destined to save the world.

In this case however I wouldn’t be too quick to jump to conclusions. We’re currently discovering that killing the dragons may not have been such a good idea after all and it really wouldn’t surprise me if the same goes for collecting bloodstone fragments and unbound magic. So far we’ve only suffered some hallucinations (although it’s unclear what caused those), but I’m fully expecting it to get worse as the storyline progresses.

The hero messing everything up is also a common theme in, well, everything.

Danielle Aurorel, Dear Dragon We Got Your Cookies [Nom], Desolation (EU).

“Life’s a journey, not a destination.”

mixing lore with gameplay and game mechanics

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Posted by: Vukorep.3081

Vukorep.3081

Tho ido get your point story-wise, im also talking about turning the story or parts of the plot into a mechanic to play with, a currency, or a item to collect.

We fight strong enemies in raids and slowly learn about whats going on. To furher learn about it we have to find tiny bits of information scattered across the map.. after clearing all of it we get a good story, a bunch currency and items tied with the plot that we need to collect now (just like the bad guys did previously).

Here is a good example in gw1.
we defeat the litch but didnt stop him releasing the titans into the world. So we get a folow up story/quests to hunt them down.

In gw2 it would probably be somethig like: litch has been dedeated, titans spawn all over the world… we fight them but we mainly look for orr artifacts, litch notes and clues so we can find the scepter of orr. We also collect titan toes and turn them to a npc to give us stuffs (the vendor is a researcher ofcourse that is helping you find the scepter of orr..somehow). Eventually a new necromancer npc finds the scepter and we are left with tons of orrr artifacts that made us stronger

mixing lore with gameplay and game mechanics

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Posted by: Amaimon.7823

Amaimon.7823

(POSSIBLE SPOILER BASED ON RUMOURS FOR NEXT EXPANSION)
more dragon die, and we harnest their power to become more powerful at our profession…

What? who told you that? Jake? was it Jake who told you that?
YO JAKE, WHAT DID I TELL YOU ABOUT SPREADING LIES!

No, but seriously though. The elite specializations aren’t the results of dying dragons. All magic released from a dead dragon is consumed by others. When Zhaitan died, a big junk went to Tequatl. What remained was devoured by Mordremoth and Primordus. Same with the death of Mordremoth, it got devoured by Primordus and somewhat Aurene.

What you’re confused with, are the elite specializations.
They’re just spawned after hints ingame. Braham is a guardian, he picks up Eir’s longbow, hence the Dragonhunter.
Marjory finds the longsword of her sister Belinda Jane, and decides to carry it, hence the Reaper.

Now, the fact that Marjory went with Lazarus because he was piqueing her necromancer senses might be the new foretelling of an elite spec

mixing lore with gameplay and game mechanics

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Posted by: Vukorep.3081

Vukorep.3081

Actually i ment for the roumored new expansion story where (cause of reasons)you get to absorb the magic that is leaking around… (just like tequatl did, and modry, and primordius now)

This would grant us power of the specific magic that would change our skills both visually and mechanically.

and thats what i was trying to say with this topic. We get a story ( quite good quality) that gives us lore and plot…and right after that we get to play with the plot that turns into currency, gear, and in this again roumored speculated case, a brand new eay to obtain power

edit: again its just a roumor…and theres plenty fake ones around.. but i hope you get my point when i say plot and lore turns too much into gam mechanics and currency