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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Cultural Immersion, Inclusivity, and Representation in Verra
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Hi! I appreciate you engaging in the conversation respectfully since we're rolling back around to the topic of lgbtq existence, without getting political. I think it's a bit of a stretch to suggest "99.99% of the population knows it," or maybe even a gross exaggeration to suggest "everybody understand that it is normal." That is a nice thought though.
Research in psychology and sociology consistently shows that seeing our own experiences subtly reflected in media—especially in everyday, non-centralized ways—reinforces a sense of shared reality and connection with others (see, for example, Cohen & Garcia, 2005, Journal of Personality and Social Psychology). It’s not about ‘reminding’ people of their existence but creating a space where everyone’s experiences, including LGBTQ+ perspectives, appear naturally. This inclusivity benefits everyone, building a more nuanced world and, as studies show, often encouraging empathy across diverse audiences.
Consider that historical lack of representation has meant that certain identities only recently began to appear in mainstream stories, leaving gaps in how people feel about their own place in the world. Even subtle details—like a character casually mentioning a partner, regardless of gender—help normalize a wide range of experiences without disrupting the broader story. These moments can resonate powerfully for those who may have previously felt marginalized, while simply enriching the background for everyone else.
Representation, when done with care, isn’t about ‘teaching’ or ‘correcting’ viewers/players but adding to a shared world where different types of relationships and identities coexist naturally. It’s not meant to imply anyone’s a ‘bad person’ for not focusing on it but rather acknowledges the diversity that makes us human. In the end, these details are about enhancing the story world, allowing players to feel immersed in a setting that feels full and relatable for everyone.
Sure, that's a great point. I'm not sure there are rules about single adventurers being the only travelers able to return through the portals. We'll find out eventually.
Let's reframe this hypothetical I used before and say.. Quest text from a masculine shopkeeper who, in passing, mentions their ‘husband of many years, before they left their life behind to journey to Verra’ while talking about a potion recipe they inherited and the laughs they shared while perfecting it.
This small detail isn’t about drawing attention to sexuality; it simply acknowledges that people with diverse lives and relationships exist naturally in this world.
If the shop keeper mentions their wife, it's charming flavor. If the they mention their husband, it's.. charming flavor, but *maybe more likely* to trigger accusations of one-sided politics and pandering.
I suppose that's why we're still on the topic, eh?
Going through the portal is a one way trip in to the unknown. There is no way I would let my significant other do that, and there is also no way my significant other would let me - not even if we go together.
The only way I see a married person going through the portal is if they are running from something.
To me, it is nothing of the sort.
If the shopkeeper had a wife or husband back in Verra, my assumption would be that this shopkeeper ran, as I said above.
They may have run from that spouse, they may be running from the law, perhaps their spouses family. Either way, they probably don't want to advertise the fact that they were married, because that is counter productive to their efforts at running away.
Again, this isn't anything at all to do with the gender of them and/or their partner - it is just how the world of Verra is. We really shouldnt be hearing about NPC's marriage, or their personal life at all.
I’m a bit confused by the idea that acknowledging LGBTQ+ existence would exclude anyone else. LGBTQ+ people aren’t a separate culture; they’re part of every race, religion, and background. The goal isn’t to create any exclusive community but to build Verra as a world that mirrors the natural variety we see in our own. Just like the Py’rai have influences from Navajo Indigenous culture and the Kaelar are inspired by Western civilizations, subtle nods to different life experiences and backgrounds make Verra feel like a richer, more inclusive world.
I’m honestly surprised this feels like an aggressive or divisive concept, but I appreciate hearing your perspective and the chance to explain mine a bit more.
It’s interesting to see the assumptions we naturally make about why people would take a risk like stepping through the portal into Verra. I think that reflects a bit of our own experiences and the way we imagine such a journey. For some, yes, it could be a way to leave something behind. But I’d argue that others might see it as a thrilling chance to start fresh, together, even in the unknown.
I think your version of what it would be like for you and your partner is really sweet and even romantic.
I also think that mine would be, in a different way. That's cool, different folks, and all that jazz.
For example, if my husband and I had the option and no obligations keeping us here, we’d probably step through that portal hand in hand, ready for the adventure. People are so varied, and every backstory carries its own mix of courage, companionship, or even uncertainty. That’s what’s so beautiful about storytelling in a world like Verra—it can make room for all these different motivations, each as valid and meaningful as the next.
Ultimately, I think it’s less about ‘figuring out’ someone’s story and more about being open to the endless possibilities that characters and players bring to the world. Diversity of experience makes a place feel truly alive, as each story brings a new layer of perspective that resonates with different people in unique ways.
Mmm, honey, what I’m hearing is someone wants a game world with the flavor of boiled potatoes and zero spice. Like, you want a world with no chisme? No juicy details? Please. There's a reason novelas stay winning.. People want stories that pop! Give me drama, give me love stories, give me someone’s man sneaking out for tacos at midnight; I am here for it all.
You’ve nailed it! Look at you, already crafting a whole juicy backstory about this shopkeeper running from their spouse or hiding from some sketchy family drama. That’s exactly the chisme I’m talking about! You don’t even know this NPC, but here you are giving them a mysterious, possibly dangerous past that’s got everyone raising eyebrows and asking questions.
So... mientras I sip my tea and get all the chisme, let me say it plain. if you want bland, maybe open up a grass-growing simulator but if you want a world that’s got heart, soul, and people you can actually relate to, then give us the real stuff, okurr?
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Ok but seriously, even if one can’t relate to every story, these encounters add depth to the world. They remind us that our experiences shape who we are, creating connections with players, enhancing the immersion. Someone earlier in this thread mentioned escapism. The immersion into a diverse lore rich game only enhances this escape.
Maybe "this" quest didn't resonate with you, but you learned something foreign to you so the curiosity box got checked.
Maybe the quest down the road hit home for you, your experiences lock you in, you're invested now.
Now...the quest that was a passive curiosity actually hit home for the player that just arrived, now they're invested.
Honestly how many of us gravitate to in-game races and factions because we like the vibe or they're relatable to us. There's too much dancing around going on, how long are we going to pretend that fantasy games are not created for humans by humans from their imaginations, shaped by their experiences lol.
No, I want the story of Verra.
If you want your in game story telling to literally be world breaking, have at it - I would rather the story telling make sense within the world the game is set in.
What I talked about with that shop keeper is exactly my point - he/she may well have that backstory - but us players should never know about it. There is no motivation that person could have to tell us about that story though - a person hiding wants to blend in to the background as much as possible.
Sure, we could ask for lazy story writing like Blizzard always use, where they completely ignore motivationof individual actors in order to "flesh out" the story, but I want better than that.
Do yourself a favor. Next time you go to a store that serves thousands of people a day, look at a random person that works there and assume they are running from an ex-spouse. Now imagine what it is you would have to do to get then to tell you about it - then come back here and tell me why you expect different from Verra.
Again, I want NPC's in Verra to fit Verra. That means the world can only be populated by people willing to take a one way trip in to the unknown - and everything that would go hand in hand with that.
You seem to be mistaking my desire to have Verra filled with the kind of NPC that would be in Verra for me not wanting rich lore - you are completely wrong, I want what I have said because thst is the only way Verra can feel like Verra.
Verra shouldn't feel like Azeroth, Nirn or Norrath.
The shopkeeper in Verra serves thousands of people a day that are glued to screens and say hello sir, have a good day sir! Then he mutters "retail is hell" under his breath. Then the next person walks in with a Star Wars pop socket and the shopkeeper gets triggered "my spouse loved SW! everywhere I go I can't outrun this!"
Cmon man what are you even on about with this. XD
And you decide how those people should be?
What their reasons are?
Based on...your own experiences and understanding of what would compel someone to do that?
Through your lens?
Hmmmm
I think you want to watch a movie trilogy tbh. That's epic too and I think we're getting plenty of that.
But I get it, this is *your* playground. "We don't want any riff raff with different opinions, experiences and cultures encroaching on the world we've decided should be how we want it to be. It's too different...and out of my comfort zone."
Are we shaping these worlds to be diverse and not mirror others based on player interaction with the environment? The NPCs I interacted with had great personalities it was unfortunate I didn't get to finish their stories before the ddos.
Ugh is it the weekend yet? I need to slay the queue boss and get the good feels in.
Well, yeah.
I am arguing my perspective.
You are arguing your perspective.
Saying " but that's your perspective" in this situation really isn't an argument. You are basically saying I shouldn't argue my perspective because you are arguing yours.
Again, I want NPC's in Verra to belong in Verra. Unfortunately, that means they all need to be people with motivation to go through that portal. Every single NPC needs to have that motivation.
If you want NPC's in Verra to not belong in Verra, then hey, Stormtroopers, Cylons and Dalek!
Why would game devs go out of their way to DENY a same-sex marriage in the code? This game isn't sponsored by any theocrats afaik.
Most dev teams wouldn't because it's plain ol' more work for a downgrade in player freedom. With the family system in Ashes it also would have made no sense at all to arbitrarily restrict it to characters of opposite sex.
As for the topic itself, there is zero issue with tossing in a few 'her wife's and 'his husband's. Casual mentions like that really couldn't be more normal in a conversation. Hell, you'll hear about the spouse in passing from half the people in a grocery store line whether you're talking directly to them or not.
We've already got some families in Verra that went together. One little brat near the portal even talks about hoping a goblin kills him so he doesn't have to listen to his parents. There's a father-daughter farmhand team, a wife-husband couple you can chat with, groups that went as soldiers, so obviously couples and families are coming through for plenty of reasons, and plenty that went for what amounts to a job, and it makes sense they mention each other in passing.
Obviously no one wants modern lingo shoehorned in, but it's not hard to avoid that sort of thing if they have a writing team that cares about keeping to proper narrative tone and adapting to the setting.
This last part is very true.
Since marriage has an in game benefit, it would be amusing to see min/max players trying to min/max genders - but it would also be stupid.
"Quod mens laeva vetat suadendo animusque sinister / Hoc saltim cupiant implere timore coacti"
Woosh. I wasn’t dismissing your perspective; I was challenging the idea of imposing a singular view on the characters and lore in Verra by highlighting the narrowness of that lens.
If my 'perspective' is questioning the validity of restricting NPCs to a single, uniform narrative style or motivation, then sure...you can try to call it 'just my opinion, bro' but that misses the larger point.
This isn’t about differing opinions—it’s about building an inclusive and engaging world that feels authentic and welcoming to a diverse audience.
But...somehow we've become twisted pretzels over "I don't want to hear about that guys husband whom I've imagined he's running from, because why else would he be here and share that with me??? He so dumb and counter productive to his escape!" O_o
Whats funny here is, if your narrative here is right, you're just not the audience for it, but if Verra is diverse there will be other NPCs that will resonate with you...
In a world that's void of digital distractions where heartfelt and personal conversations are entirely possible?
Let's run how a casual mention of how representation falls in naturally. I tried to align this with your premise.
As night falls during a quest in Verra, your party of NPCs gathers around a crackling campfire. Among them is a battle-hardened male soldier named Jim, who carries the weight of his duties with a blend of pride and sorrow. As the warmth of the fire flickers across their faces, Jim begins to share stories that reveal more about his life.
With a deep sigh, he speaks about his husband, Jasper, who chose to stay behind to care for his elderly parents, unable to leave them during their time of need. Jim describes Jasper, painting a vivid picture of the loving and nurturing partner he misses dearly. He talks about their shared dreams...one day starting a family of their own, perhaps even training young warriors in combat.
Conversations spark up about everyone else's sacrifices...
Suddenly, the peaceful atmosphere shatters when a shadowy figure emerges from the darkness, launching an ambush against your camp. As chaos unfolds, you instinctively move to protect Jim, fueled by the stories and emotions he shared. His well-being now feels deeply intertwined with your mission, not just as a teammate, but as someone whose love and sacrifice matter.
In a tragic turn of events, he is gravely injured. As he falls to the ground, he reaches out, whispering Jasper's name. The moment is heart-wrenching; the bond formed with him amplifies the loss.
A cute story, but probably not all that likely to get from casual NPC encounters. MMOs don't tend to have much for memorable characters like single-player or story-driven games do. Casual background mentions during questing dialogue is plenty enough.
Of course, we've already seen that Noanni's take on character reasoning is not even remotely close to even what we've got in the Alpha2 stage. There's a married couple, here's some soldiers, over there is a guy that just likes learning new things, here's a family running a farm, here's a priest.
Wherever it might be, that claim of the gateways being one-way at this point hasn't made it to the wiki pages.
It did say pretty clearly that no one would have living memory of Verra anymore, if indeed multiple millennia have passed since the exodus, so that'll be interesting to factor in to character building.
As a reminder, this isn't the place to discuss political or controversial topics.