๐Ÿ’ƒ Dev Discussion #66 - Storytelling With Archetypes ๐ŸŽถ

Post by Vaknar on 2024-08-07 17:50:11

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Post by Ludullu on 2024-08-07 17:57:57

My main preference for all archetypes, in the context of storytelling and world building, is for them to have HUUUGE quest chains where we learn how any given archetype influences the world.

Personally, I'd love if the Class quest was this huge chain, where your character is taken to representatives of all archetypes, experiences effects that those archetypes would provide you through their augments (i.e. the mage part of the quest would have a mage npc teleport somewhere, or smth like that), and learns the history of the first settlers and how the archetypical leaders used their skills to make Verra livable again.

Imo that would be the most immersive way to both tell the story of the world being repopulated and to explain to the player, through in-game means, what they could expect if they choose one of the archetypes as their secondary.

Post by Michael on 2024-08-07 18:04:59

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Post by chaoko954 on 2024-08-07 18:05:59

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Post by Songcaller on 2024-08-07 18:09:09

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Post by 777 on 2024-08-07 18:09:28

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Post by Senator Dodo on 2024-08-07 18:10:08

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Post by Gernis_Quest on 2024-08-07 18:10:48

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Post by LBardius on 2024-08-07 18:11:15

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Post by DocHoliday413 on 2024-08-07 18:17:41

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Post by Senator Dodo on 2024-08-07 18:26:02

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Post by JasonKain on 2024-08-07 18:26:54

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Post by Yokai Theater on 2024-08-07 18:34:36

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Post by XanderSlaze on 2024-08-07 18:36:44

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Post by Kalnazzar on 2024-08-07 18:40:47

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Post by Azherae on 2024-08-07 18:42:24

This one's a little hard to answer for me because I don't know where the 'design floor' is anymore for MMOs... lessee...

1. Most NPCs should have visible archetypes or classes that affect their dialogue and behaviour.
2. Some thought should be put into how those NPCs interact with others, the world, and PCs, based on those known Archetypes.
3. Some storylines/quests should have 'slots' that are filled by the nearest reasonable NPC with the correct Archetype/Class, i.e. there's a quest that starts with a Bard because it's that type of story, so no matter how the server develops, players know to find a Bard NPC in a City Node to see if that quest is available to them.
4. Different Archetypes could have slightly different ways of interacting with certain objects or micro-PoI, nothing too fancy (not like Neverwinter where you just carry around Class-specific tools to poke differently named treasure boxes), nothing too absolutely required
5. Different Archetype NPCs can expand on this also by offering different small services that you associate with them.
6. I'd also suggest some Archetype-Augments being locked behind questlines, but I'd bet the more devoted audience of the game in the longer term will just find this annoying so maybe not.
7. Some stories could also have 'slots' like this, particularly story Arcs that have a 'race' to be the first party to clear something. Assuming that the party managed to have all 8 Archetypes, as intended, when they clear it, the story/historical record could be written with a story-role for each Archetype, and then the player of that Archetype gets their name inserted into the historical story record thing. Obv be careful with this, since it pushes on people's RP, but I bet y'all have writers who have this skill.

I'd say the most important thing is to make it as clear as possible, which is somewhat harder for Ashes because it can't necessarily count on people being able to recognize an NPCs Archetype by their gear in any way.

Obviously there's the other standard approach of getting Allied NPCs involved in combat so they can show off their moves and help with the storytelling in that regard, which serves the alternate purpose of sometimes giving players the option to fill a specific storyline slot in an NPC group as a sorta-solo activity. In contrast to most other 'You are the main character' games, it could be a bit better tuned so that the thing you're required to do is relative to your Archetype. Work those in-engine cutscenes, etc.

Games (I hope) are filled with historical or specialized stories with Archetype/Class/Job relations that involve this, the above is all just 'extend this a little more' which is something a lot (I hope) of games do but some don't anymore.

What I don't want, despite my love of 'important NPC who pulls you in to do some things they don't have time for', is the Neverwinter style of it where the only way you know about an NPCs Archetype/Role is when they introduce themselves and then maybe you read up in their history somewhere.

Nearly every NPC that I consider properly memorable across all the MMOs I play, I've seen them fight, or I know how they fight, or I at least know how/why they don't fight. It doesn't have to be 'fight', it can ofc just be 'live', as long as they actually show it, which, in the case of this question, should be through their Archetype.

Hope that all even remotely touched on what the team is actually trying to ask.

Post by Sorcres on 2024-08-07 18:56:13

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Post by Hillefuego on 2024-08-07 18:58:37

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Post by Zettrex on 2024-08-07 19:46:56

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Post by The_Hippo on 2024-08-07 20:07:45

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Post by Abarat on 2024-08-07 21:47:37

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Post by Tenguru on 2024-08-07 22:09:25

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Post by Faimith on 2024-08-07 22:35:26

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Post by Spudz on 2024-08-07 22:55:47

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Post by Arya_Yeshe on 2024-08-07 23:25:16

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