Bamboozle

Staff
  • Content count

    147
  • Joined

  • Last visited

  • Days Won

    7

Bamboozle last won the day on December 2 2016

Bamboozle had the most liked content!

About Bamboozle

  • Rank
    Tamer of Wild Fruit

Profile Information

  • Gender
    Male

Recent Profile Visitors

1,548 profile views
  1. Game Timeline

    Real good discussion going down here. I wanna jump in with some talking points and hopefully demystify some of the aspects of the writing. The game world has changed immensely from its conception a couple years ago. Time travel is still around of course -- it's the Waves of Time for a reason -- but it might work in unexpected and unpredictable ways. There has also been much less emphasis on elemental cultures and more emphasis on elemental magic which the cultures can use in various ways. We have moved more towards building an interactive and original world that tries to get the player involved in questioning and finding out more about the world around them. The relatively slow trickle of info in the devblogs is really how fast we can present the finished bits of them. There is a wealth of stuff behind the scenes that is still being conceptualized and still under refinement, so to those who justifiably fear there will be too much influence of one particular setting, it's there, just not exactly well-formed enough to show at the present. Anyways here are some of my thoughts on this, writing in RPGs and fantasy writing in general. 1. "Medieval" and its use in a fantasy setting / Tropes It's pretty much the defining point of most RPGs nowadays, an unflinching obedience to the medieval setting. Often times I find it to be a very bad descriptor of a product and something that tends to be slapped on as a band-aid in the absence of any organic world development. At the gist of it, a "medieval" fantasy setting will have knights, magic, kingdoms, your standard fantasy fare such as orcs and elfs, a tint of a western setting. Most of the medieval real-world didn't have this. Mesoamerica and South Asia and the tundras of Siberia didn't follow these conventions. A lot of European countries didn't even follow these conventions, and to someone expecting a stereotypical medieval setting in even real-life medieval Europe, they would be surprised at how alien some things would appear to be. "Medieval" and "fantasy" have become so intertwined in the RPG sphere that it's hard to separate them, which is my concern with it in that they never should've been so strongly fused in the first place. Thanks Tolkien So now we have tropes. People will come into a game that is labeled as a "fantasy RPG" and will begin to assume magic and multiple races and all of these other well-established things will exist in this game. What if magic works extremely differently than the common perception of it? What if kings and queens represent something else entirely? If you look at a typical medieval fantasy game and begin to ask "why" at nearly every aspect, it will begin to fall apart somewhere. Why's that guy wearing plate armor if magic exists? Would plate armor and armor in general even develop the same way? Would industry or religion develop the same way? Obviously I'm being nitpicky to an extreme, but this is what I'm trying to avoid. The endgoal is to make an original world where things make sense in context, and to do that you'll have to dismiss the tropes that define many other RPGs. 2. Player is separate from the world / Player doesn't care about the world The Witcher 3 had a lot of these tropes mentioned above. Almost all of them, really. For those who've played it, it was pretty clear that Touissant was a ripoff of France and Velen was modeled after Poland (not that these are negative things at all, see below) but it never really was intended to break outside the box. Which is good, because it went on to make one of the best game worlds I've ever played. Everything was detailed, everything had a purpose, everything was explained. It had little originality in the grand scheme of worldbuilding and made up for it by having extreme levels of detail and consequence with every action. You can contrast this with Skyrim, where despite having a wealth of original and organic content, there just wasn't any incentive for a player to care about most of this content. The point I'm trying to get at is that there isn't much point to wacky, hypercreative ideas in a game unless they can be executed with enough detail and emotion for players to care about them. And vice versa, ideas that have been done hundreds of times in the past can still be attractive if you convey them correctly. A mix of both, to me, would be the gold standard to strive for, and it's also much more difficult than either of the other two options. Sorry for the blocks of text. This is just my view on things and doesn't necessarily describe the entire project's views, but I think it's safe to say we are trying to learn from both successful and not-so-successful examples of worldbuilding.
  2. oy, pear-head. your writing's top notch.

    1. Bard

      Bard

      gj on the new lore :P

    2. Bamboozle

      Bamboozle

      thanks frendo :P

  3. Weekly Review

    Keep this up and you might get a demotion from the boards for a bit. Let's keep General Discussion for actual discussion
  4. Of Pink and Pear

    You guys have some really interesting concepts that we didn't even think of. Good to see folks getting engaged in this stuff. @kidokica Ideally there'll be some mature elements just because we're trying to make a believable and immersive world and keeping it cuddly and pg-13 all the time might work against that goal. Of course, it'll be within the limit of reason for an MMORPG that's mainly going to attract all sorts of potential players from all age groups. But yeah, it's not about having mature content in a game but rather how you utilize that content; too much will desensitize the player and too little might make them feel like it's not a serious world or setting. So it's all about keeping a balance that benefits us in how the story and lore of the world is told effectively.
  5. The lore of WoT

    Sorry for taking such a long time to reply, finals got me rekt. Really there is no general consensus so far on the world design, but personally I like to imagine historical processes and reinvent them for use in worldbuilding. But in a lot of MMORPG fiction worlds there isn't nearly as much thought put into it. Many RPG game worlds want to look pretty and appealing and simple to understand for prospective players -- magic is just magic, the king is just the king, the knight is wearing full plate armor because that's the way the cliches are. These are relatable concepts to us, mostly because a lot of worldbuilding scenarios try to idolize the medieval fantasy genre. I've always found that to be alright (albeit uninspired) if you're shooting for a medieval fantasy game, but if you were trying to make a truly outside-the-box world for a game then you would start from the bottom up. I know I talk a lot about Morrowind but really that game just took every preconceived notion I had about your standard RPG setting and completely smashed it. It's a masterpiece of world storytelling, even if it has its flaws as a game; Bethesda pulled off one of the the most weird and alien game worlds while at the same time making it just barely relatable enough for the player to understand that it is a fantasy game set in a primarily "medieval" setting (for lack of a better term). The people are unique; the landscape is unique; the politics are unique; the religion is unique -- and all of those aspects intertwine very heavily with each other in such a detailed way that it almost mimics real-life history. For me, creating something of that substance and caliber is like an ultimate goal. Anyways I'm just going on a tangent. To better answer your original question -- I don't think we can share the design specs but that's largely because we are still in a pretty abstract phase of developing a world. We have the rough concepts down, like the four elements and some background lore, but the best RPGs let the players use their imagination as the propellant. They don't spoonfeed you the information; they make you curious enough and interested enough in the game's world and setting to find the drive to spoonfeed yourself. So you'd probably have to dwell on the limited bits of info we've mentioned in the blogs and let your thoughts run wild, which is by all means the best way to go about it. That's probably what I'll end up doing when I need to start writing stuff again
  6. The lore of WoT

    There's gonna be a lot of lore, at least with the direction we've planned. The staff have lots of ideas and this is one platform where we can finally make our thoughts into actual background knowledge and flavor for the world of WoT -- as opposed to FO where we kinda had to just run with what was already there, which was a bit limiting. As Pink said it's gonna be a lot of work but it'll definitely be worth it in the end.
  7. rolf's stuff

    This is definitely interesting. Gives off a Fallout-esqe vibe almost, nice to see a blend of styles. Keep it up
  8. Profilepic

    Yeah you should be able to change it as many times as you want, although I believe the deadline for the Early Supporter title has passed.
  9. WoT Pantheon and Religion

    You must've been misinformed. Gods and godlike beings play direct roles in the plots of all five major TES installments (with the exception of the first I guess). http://www.uesp.net/wiki/Lore:Gods http://www.uesp.net/wiki/Lore:Divines Daedra worship has mostly been included throughout the entire series as far as I know.
  10. WoT Pantheon and Religion

    Bit strange to say that, considering a huge amount of classic RPGs include gods, goddesses and higher powers in general. The fantasy trope is extremely inclusive of religion and deities due to the fact that they're present and make observable actions in those game worlds. Real life, you can of course believe whatever you want to -- I'm not religious either -- but to say it doesn't belong in the fantasy genre, where pretty much every blockbuster fantasy RPG has a pantheon and/or deities, just doesn't click with me. Elder Scrolls for example has an INSANE amount of background and lore to their pantheon which is completely appropriate, even necessary, to the core of the series. Add on the Witcher series, Dark Souls, World of Warcraft, the Warhammer 40k tabletops, the classic D&D tabletops to name a few... they can definitely be included in a game if they are done correctly.
  11. Dont screw up pvp

    Thanks for this bro, we really needed this incredibly informative and moving suggestion
  12. Devblog #62: Something and Stuff

    She's the teleport NPC to the lunar base. Wait, wrong game
  13. Devblog #60 What's in a name?

    @@Countpain Thanks for your feedback; we definitely do not want anyone to feel ignored, nor do we want anyone to doubt our transparency. The glaringly simple fact of the matter is that the storyline is a very exclusive part of the game and it can't be shared as openly as coding or mechanics can. I'll try to tackle the points you mentioned in the most informative way possible. I'm not quite sure what you intend by this. Are you forgetting that this is a game in alpha development and that frankly, storyline is something that can be developed after the other core aspects of the game? Your point about this being a teaser was correct -- this is a teaser. If you wish for the entire backstory of the game before a full release is even out yet, that's simply an unrealistic prospect. It's better to show things in tiny bits and pieces as opposed to a giant flood, and it allows us time to refine and thoroughly develop the plot as we see fit. I'm sure it's great and all that you can write three paragraphs in 20 minutes, but please don't forget that we're not trying to type like mad and cram as many words as we can produce into this; it's three paragraphs for a reason. Teasers and trailers and those sorts of things are there to provide context and to spark the imagination. If the teaser gave you the details of everything, it wouldn't be a teaser, would it? A better understanding of the meaning behind the title, maybe? That is what the dev blog said, after all, to give an explanation on the name "Waves of Time". I fear you've been misinterpreting this, because dev blogs are to inform the playerbase on public updates to the game, not conceptual things like the exact status of the storyline. At the moment players know that there are elementally-controlled societies and a strong influence of time and elements in the affairs of everyday life. I really cannot see the justification behind adding anything more until the appropriate time comes. In the olden days players had to discover plot points and lore, and a dev blog isn't supposed to come and replace that. We still want players to experience things for themselves. Perhaps you think our method of slowly releasing storyline info is inefficient, but in our opinions it works, and that's why we have the policy in the first place. The story has been in a seperate realm from art and mechanics suggestions even back in FO for the simple reason that it's much harder to accomodate everyone's thoughts and feedback on a story than it is for the creation of a box set or for the suggestion of a new UI or something. If you do think that we've been ignoring you, we're sorry; we honestly have been slacking in the feedback department for a while now. But please do not try to switch that with indifference. We appreciate how our community is creating content and we'd like to appreciate the fact that we must pick the content that's suitable and the content that matches our particular style before using it. We are most certainly not peeing on the community. We just want for everyone to understand that just because they made content doesn't mean they're entitled for it to be immediately used.