Post by Zim on Nov 12, 2015 2:08:19 GMT
It's important to make in-game descriptions fit any possible situation. If it is night in the game, it doesn't make sense if "The sunlight bounces off the maid's skin." If we had a dynamic description display system, then writing like the previous example would be a great tool for developing the game world. In fact, it's my utmost hope that Domdaria eventually has night/day/seasons reflected in descriptions and game map!! (OMG, plz plz plz!! :-P)
As I make my way through the game world, rewriting and creating game text, I would love to create richer language involving these aspects. It would definitely improve the experience, I believe we can all agree, no? So, here is an idea I've had, which would tie in to a greater fantasy world experience in a compromise with realistic game development goals. What if.... What if Domdaria was in the age of the Neverending Day?
The cataclysm which is the prominent feature in the storyline, can be explained in some kind of long winded story, or, as I've been trying, to put bits and pieces of the story throughout the interactions in the game world. The only shortcoming is that it is still something kind of abstract, that it doesn't really come to mind while playing or working on Domdaria. It's even just a bit of a cliche fantasy plot device, no? If the sun never sets in Domdaria, and it's because the cataclysm -- well, shit; it would be hard to not be reminded of our world's past! With writing which reflects the sunlight into the minds of our players', it will be a richer, more interesting experience.
The Neverending Day would signify the beta launch -- afterall, by official launch, we should have official day/night support and a working game time/calendar system if it is . This day would be an age which our roleplaying and storylines would be woven tight, so players would look at their contribution to the world as something that matters and will live on into the release, the next age of Domdaria.
What do you think? It's kind of a literary hack based on the system's current limits -- to solidify gameplay and story. (It kinda sucks having "night time" when it looks like day on the map, to be honest.) Adopting this idea of a neverending day really would be fun as a writer, and I think as a player as we explore the world with this particular problem. It also gives us a link between the story's past cataclysm and some future event which may fix this curse; imagine a huge story line events with our beta player base building up to the official release.
[Another cool connection with the neverending day is in connection with the undead storyline. It kind of makes sense that if the world is so messed up that night never comes, (the spooky part of our planet's rotation,) that some crazy stuff like walking dead would occur. Plus, day dwelling undead is a less explored theme, giving us another edge to appeal for audience).]
As I make my way through the game world, rewriting and creating game text, I would love to create richer language involving these aspects. It would definitely improve the experience, I believe we can all agree, no? So, here is an idea I've had, which would tie in to a greater fantasy world experience in a compromise with realistic game development goals. What if.... What if Domdaria was in the age of the Neverending Day?
The cataclysm which is the prominent feature in the storyline, can be explained in some kind of long winded story, or, as I've been trying, to put bits and pieces of the story throughout the interactions in the game world. The only shortcoming is that it is still something kind of abstract, that it doesn't really come to mind while playing or working on Domdaria. It's even just a bit of a cliche fantasy plot device, no? If the sun never sets in Domdaria, and it's because the cataclysm -- well, shit; it would be hard to not be reminded of our world's past! With writing which reflects the sunlight into the minds of our players', it will be a richer, more interesting experience.
The Neverending Day would signify the beta launch -- afterall, by official launch, we should have official day/night support and a working game time/calendar system if it is . This day would be an age which our roleplaying and storylines would be woven tight, so players would look at their contribution to the world as something that matters and will live on into the release, the next age of Domdaria.
What do you think? It's kind of a literary hack based on the system's current limits -- to solidify gameplay and story. (It kinda sucks having "night time" when it looks like day on the map, to be honest.) Adopting this idea of a neverending day really would be fun as a writer, and I think as a player as we explore the world with this particular problem. It also gives us a link between the story's past cataclysm and some future event which may fix this curse; imagine a huge story line events with our beta player base building up to the official release.
[Another cool connection with the neverending day is in connection with the undead storyline. It kind of makes sense that if the world is so messed up that night never comes, (the spooky part of our planet's rotation,) that some crazy stuff like walking dead would occur. Plus, day dwelling undead is a less explored theme, giving us another edge to appeal for audience).]