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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Do you care about lore?
Erdun
Member
I just want to see the general opinion here. Gameplay is important but lore and history is important for me.
What do you think?
What do you think?
2
Comments
See EVE online or 2b2t for examples.
It is the same thing with using a Dungeons and Dragons campaign setting. There is a ton of backstory in forgotten realms, but once we sit down for our first game play session our world becomes its own. I am hoping to see that on a per server basis for AoC.
This is my personal feedback, shared to help the game thrive in its niche.
= It enriches the setting of the world in which our characters will inhabit, and that we as players will experience, over the course of potentially years of our lives.
= Lore creates a commonality between the players of a game. For years to come - both in-game and out - those of us who will have played the game will be able to share internal references with eachother that people who never played can only raise an eyebrow, towards. There are *SO* many conversations I've had in other games about Star Wars: Galaxies that only other former-SWG players could possibly relate to and genuinely understand.
It somehow provides a certain level of comfort in the rest of life, to run into someone who shared the same experiences and understands the same references, that you do.
While I do want to see this, I also want to see some of the regular storytelling that goes hand in hand with most MOM's.
If the game is left to "just" player driven stories - and thus players as the only bad guys - then every threat you look at you are able to think "that threat is only one or two item upgrades above me, that is nothing".
To me, the real excitment, challenge and interest in MMO's comes from beings that us players are simply never able to go toe to toe with. Without such beings, the games world seems pointless (as was the feeling I had with EVE when I played it for a while, many, many years ago). This doesn't just mean the encounters - in order for an encounter to actually feel imposing, there needs to be some lore behind it to tell you why you should be wary of it.
But the threat isn't necessarily going to be only one guy a few item levels away...it's going to be comprised of an entire Node and/or several Guild Alliances.
The player politics is what I'm most interested in as everyone will have vastly different reasons to fight each other.
Personal taste is at play here I guess.
When there is a clan war going on or a castle siege. To me nothing beats the feeling of knowing you made a difference in a server wide event. It makes me want to go in hard. It makes me want to grind harder to have the tools to make a difference for my side in the next event. Being apart of a living breathing fantasy world. That is the dream.
Lore happens organically too. Guild drama leads to betrayal. Next thing you know you got some refugees from a collapsed guild in your guild telling you their woes from the last guild. They join your guild, and you have people seeking actual real revenge fighting with you.
Imagine your node loses a major defeat. You are now a vagabond. What do you do? Find a better node on the other side of the world? Try and pick up the pieces, and take it back? Join your new overlords? That shit is real. Some fancy 3d model boss with a back story can't give that to you.
Yes, A mix of the two ain't awful. I just actively care about real people and their stories more.
This is my personal feedback, shared to help the game thrive in its niche.
I sincerely hope there is a novel released in advance of the game going live. I'd love the opportunity to become emotionally attached to the world through its history, lore, story, and characters.
https://www.youtube.com/channel/UCP31ixSBO7GHKLBefWVcJaA
Yeah for sure, politics and such will be an enjoyable aspect of Ashes.
Thing is, that guy, the one with all the friends, he isn't all that scary or imposing as a foe, as he is nothing without his friends, and all it takes to get rid of those friends is some politicking.
If the biggest challenges in Ashes can all be overcome in this manner (which all player rivals can be), then my excitement for the game will drop to zero very quickly.
To me, this kind of rivalry adds to the game, it does not make the game.
But yeah. Feed me that lore. Gimme that good stuff.
@Cathartidae made a great post about "backwards facing" and "forwards facing" narrative here.
I generally really like the lore for AoC so far too. The planes, the souls acting as conduits, the ancients and the gods, etc. I think it's a good lore "skeleton", and hopefully we'll get a ton more meat on it before and during the game. It can basically make the difference between a game world that feels shallow and not immersive, and an amazing experience that really draws you in.
So far my favourite lore IP is the Warhammer universe. Mostly the fantasy part, but honestly it's all good. They've had around 40 years and many, many authors fleshing out that universe, so obviously AoC isn't going to compete with that.
However, I hope they start hiring one or more authors to write a fantasy novel or series taking place on Verra. Pre-apocalypse makes the most sense of course, but a novel or series about what life was like for those who hid underground on Verra after the Apocalypse would be amazing too. The birth pains of the Tulnar race and all the drama I am sure happened underground.
I actually plan on exploring and immersing myself in Ashes' lore as it seems that Intrepid wants to make it matter, rather than implementing it as an afterthought.
/fist-bump
Steven Sharif is my James Halliday (Anorak)
“That is not dead which can eternal lie,
And with strange aeons even death may die.”
-HPL
However there was one game I played, my favorite experience, PvP/PvE, was TSW (The Secret World) where you could not ignore the lore and it became engaging despite.
That game was enveloped in the lore.
The bar is high for me.
Perhaps only spark limited interest in a more established game that I had played over many years as a single-player game that carried its lore into its multiplayer theme-park, such as the Elder Scroll Series. But their lore in-game within ESO was a drudgery to wade through, and frequently tabbed through the mountains of story to move on in quests and story interactions.
So, if I really wanted to get into lore I would play an offline RPG.
For this, may read a little but mostly interested in what the players generate.
If the game has half decent story writing without an abundance of plot holes, then I'd probably care for it, unfortunately most mmo settings don't lend itself for a good story.
It takes a lot to properly create a world, and most game companies cannot devote the resources required to flesh out all the nooks and crannies.
Mind you, having lore, doesn't necessarily mean having a wall of text spewed at you at every turn.
There are a couple philosophies I believe:
- Tell people the basics upfront and let them fill in the gaps with non canon imagination
- Tell nothing and let them patch things together for lots of speculations and theories (e.g Soulsborne series)
- Give a basic opening and then have players slowly discover more and more that might change the final perception of the initial lore given (FFXIV does this well)
- Bombard the player with lore at every turn, even from NPCs that would have no clue about the matter realistically (looking at you Kingdoms of Amalur)
Seeing how collaborative and open world the storytelling of AoC seems to be leaning towards, I would expect the following:
- Brief opening cutscene setting the plot
- Bits of lore here and there from Story Quests and side quests - just to flesh out things
- Dungeons and world raids and bosses giving way to discovering new chunks of lore (from a mural in a dungeon or a previously inaccessible area opening via Node development) etc.
I really don't think that AoC will suffer from this for two reasons:
1. Steven seems to have really developed this world over the years (starting with the Pathfinder campaign)
2. AoC has the benefit of allowing for player content to determine the lore of the world. Player made stories will be a great addition to the game's lore.
Nothing is more disappointing than good lord that has no relevance to gameplay.