Racial influences
Cultural influences manifest in many ways, from node and gear aesthetics to NPC languages and lore.[2][3][4]
- Gear appearance of certain armor sets is influenced by the player's race.[2]
- Node layout and style is influenced by the race that contributes the most to that node.[2]
- There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[5] – Steven Sharif
Artistic influences
- Aelean architecture has a French medieval influence.[8]
- Dünir have a Nordic cultural influence.[9]
- Empyreans have a Greco-Roman imperialistic feeling.[10]
- The Kaelar have a European influence.[11]
- The Niküa have a Polynesian influence.[12][10]
- The Py'Rai have a Navajo Native American influence.[10] Py'Rai architecture has a woodland inspiration.[13][14]
- Pyrian architecture has a Greco-Roman influence.[15]
- Ren'Kai architecture has an Asian influence.[6]
- The Vaelune have a Middle Eastern influence.[16]
- The Vek have a Mesoamerican influence.[16]
- You will see in the different races that are available from a player character standpoint a lot of different influences that reflect many cultures in the world: Not just European, not just Africa, not Mesoamerican. These cultures are going to be present in many of the races.[17] – Steven Sharif
- The idea is just to find a base component in the real world as a starting point and then to begin to fantasize.[8] – Steven Sharif
Racial weapons and armor
Armas and armor are not race locked, but armor will take on a racial appearance.[2][21][22]
- The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races.[23] – Steven Sharif
- Racial appearance of gear is focused on Armadura. Armas will not change in appearance but will scale in size based on race.[24][23]
- Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks.[23] – Steven Sharif
- Racial appearance of gear sets is tied to the character model of that race.[25]
- When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race.[25] – Steven Sharif
- Q: Since a single armor set will look different on each race, how will we have large varieties of in-game achievable gear for each race if we have to make nine different looks for each set?
- A: The approach for that is to create a modular piece set for armor creation; and the way we achieve that is by two steps: So, on the modeling side, each race has these geo sets basically where you're creating pieces of the armor for heavy plate armor, for medium, for robes; and you get to grab those modular pieces and mix and match as design makes a request for a particular set to the art teams. So, design comes along and they say, "hey we have a theme for a set that we want to create", so let's use Carphin in that example; and that theme from design's standpoint is going to include color, it's going to include materials, it's going to have an etymology for the set to give a background so that they can incorporate certain types of attachments- whatever they want to include on the art side. Then, the character team says, "okay let's take our base sets of geo and let's mix and match those pieces to create the Carphin set and then we're going to do a materials pass on it, and then we're going to do a color pass on it"; and that way we have a lot of essentially pieces of the puzzle to create these many different unique sets. Now we can also deform pieces across from race to race. So, even if we create unique geo on a per-race basis, we can grab the pauldron from the Human set and put it onto the Vek representation; and the end game there is that we have a particular set, for example Carphin, and that Carphin is communicating the theme; and when you don the armor for the Carphin set- you've acquired the Carphin set and you put it on- it is going to look Vek if you're a Vek. It is going to look Kaelar if you're a Kaelar, but it is still going to have the identity and the theme of the Carphin set.[26] – Steven Sharif
Node layout and style
O layout e o estilo de uma Base são determinados por diversos fatores:[29]
- Localização da base.[29]
- Tipo de Base.[29]
- Raça que mais contribuiu para a evolução da Base.[29][30]
- Aparências raciais dos prédios e dos PNJs de uma Base.[31][30]
- Isso se aplica a todas as bases, incluindo bases de castelo.[32]
- O resto é determinado pelo prefeito da base.[29]
Algumas partes são determinadas pela área onde a base está. Outras, pelo tipo da base; certas partes são determinadas pela raça, e o resto é determinado pelo prefeito.[29] – Jeffrey Bard
Todas as bases, sejam elas relacionadas aos castelos ou não, têm influências culturais que são replicadas nas aparências dos prédios e dos PNJs presentes na Base.[32] – Steven Sharif
Existe uma mecânica de atrito que afeta a experiência e influência para impedir que uma única raça domine o mundo inteiro.[5]
Existe um atrito e esse atrito na experiência e influência aumenta de acordo com a performance da raça no mundo. Então se todas as bases forem de Orc, o nível de atrito deles será muito alto para competir com outras raças na hora de estabelecer a cultura de novas bases. Isso acontece pois já são muito influentes e existe uma opinião popular contra eles nas regiões que não influenciam.[5] – Steven Sharif
NPC racial interaction
- NPCs will react differently to different character races.[33]
- Languages will be distinct between NPC races and in the lore.[2]
- Certain quest givers and NPCs may only be present at nodes with certain cultural influences.[34]
- Depending on the cultural influence of the node activates certain types of quest lines and/or sponsors. Some of those are shared, some of those are general. Some of those relate to a progression path that is a first time user experience. Those will be constant across all culture types. Some of them, however, are predicates that spawn when certain story arcs and/or events, or commissions or buy orders become present within the node; and those might change based on the cultural influence of the node. So there is a separation between those populations.[34] – Steven Sharif
NPC languages
The race of a NPC influences its language and nomenclature in terms of its dialogue tree.[2]
#REDIRECT MediaWiki:Story arc quests/pt
Missões de História podem ocorrer ao longo de múltiplos estágios. É possível falhar nesses estágios das missões.[35]
- A possibilidade de tentar novamente após falhar uma missão dependerá da progressão de base.[35]
- Missões envolvendo cidadãos de diversas Bases são liberadas de acordo com alianças e outras relações entre as bases e sua progressão.[36]
Haverão muitas missões diferentes com estágios no desenrolar da história; e esses estágios podem falhar. Você pode falhar uma história, o que é horrível se você parar pra pensar mas, ao mesmo tempo, é um risco que torna o seu investimento muito mais importante.[35] – Steven Sharif
Calendar events
Calendar events (seasonal events/holidays) in Ashes of Creation can be in-game events or they can relate to the real-world in some way.[38][39][40]
- Events are not a direct parallel with real world events. Instead, there will be in-game lore behind seasonal events that can relate to the real-world in some way.[38][39][40]
- Certain calendar events will incorporate the cultural identity of the various character races.[41]
- Part of the things that they're working on is creating a lot of cultural identity for these character races and how we can bring about these calendar events from the perspective of each individual race. That's something that I think is going to be really helping identify or giving identity to each of the character races.[41] – Steven Sharif
- Seasonal events in-game may not exactly align with real-world seasons due to the different in-game seasonal cycle.[42]
- Will seasonal events in the real-world align with the seasonal rotation in the game world? And I think in that sense probably not. That's going to require a little bit of suspension of disbelief in understanding that. But it's also fair that in-game events do not need to be perfectly cyclical like let's say seasonal events are in the real world. They could have a non-uniform cycle associated with them... There is something to be said for having that represented in the game as long as it's immersive; as long as it's contextualized within the story and the world and the universe that we've created; and isn't a direct homage to Santa Claus in the real-world, just to use a prime example of something.[42] – Steven Sharif
- Holiday events are not going be "campy" or immersion-breaking.[38]
- We have a lot of ideas on how certain real-world holidays can be contextualized within the game world and seem fitting.[38] – Steven Sharif
Events may bring seasonal change.[43][44]
[[{{{2}}}]] (estágio 4). This may bring an eternal winter that affects crop rotations until it is killed.[43][44]
Ver também
Referências
- ↑ 1.0 1.1 1.2 Transmissão ao vivo, 2020-06-26 (45:32).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Transmissão ao vivo, 2022-03-31 (4:57).
- ↑ 3.0 3.1 Entrevista, 2021-02-07 (33:00).
- ↑ 4.0 4.1 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 5.0 5.1 5.2 5.3 Entrevista, 2018-05-11 (1:00:19).
- ↑ 6.0 6.1 Transmissão ao vivo, 2019-10-31 (40:27).
- ↑ Transmissão ao vivo, 2022-02-25 (49:42).
- ↑ 8.0 8.1 Entrevista, 2018-10-20 (3:47:17).
- ↑
- ↑ 10.0 10.1 10.2 Entrevista, 2018-05-11 (1:03:21).
- ↑ Podcast, 2018-05-11 (31:35).
- ↑ Transmissão ao vivo, 2022-09-30 (1:08:24).
- ↑ Transmissão ao vivo, 2022-02-25 (44:28).
- ↑
- ↑ Transmissão ao vivo, 2017-10-16 (15:58).
- ↑ 16.0 16.1 Podcast, 2018-05-11 (31:35).
- ↑ Entrevista, 2018-05-11 (1:04:27).
- ↑ Vídeo, 2020-09-30 (2:44).
- ↑ Transmissão ao vivo, 2020-09-30 (47:47).
- ↑ Transmissão ao vivo, 2019-07-26 (54:06).
- ↑ Transmissão ao vivo, 2017-05-26 (44:11).
- ↑ Transmissão ao vivo, 2017-05-26 (20:46).
- ↑ 23.0 23.1 23.2 Podcast, 2018-08-04 (53:43).
- ↑ Transmissão ao vivo, 2022-10-28 (1:41:06).
- ↑ 25.0 25.1 Podcast, 2018-08-04 (55:17).
- ↑ Transmissão ao vivo, 2024-02-29 (1:15:51).
- ↑ Transmissão ao vivo, 2018-02-09 (33:50).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 29.0 29.1 29.2 29.3 29.4 29.5 Transmissão ao vivo, 2018-09-27 (53:06).
- ↑ 30.0 30.1 Entrevista, 2018-05-11 (54:34).
- ↑ Transmissão ao vivo, 2017-05-26 (21:23).
- ↑ 32.0 32.1 Entrevista, 2018-05-11 (47:27).
- ↑ 33.0 33.1 Podcast, 2018-04-23 (29:56).
- ↑ 34.0 34.1 Entrevista, 2023-07-09 (1:35:28).
- ↑ 35.0 35.1 35.2 Entrevista, 2018-10-20 (2:36:25).
- ↑ Transmissão ao vivo, 2020-07-25 (1:50:20).
- ↑ Types of Events on Verra.
- ↑ 38.0 38.1 38.2 38.3 Transmissão ao vivo, 2022-04-29 (36:51).
- ↑ 39.0 39.1 Entrevista, 2018-10-20 (7:31).
- ↑ 40.0 40.1 Transmissão ao vivo, 2017-05-10 (40:36).
- ↑ 41.0 41.1 Transmissão ao vivo, 2022-04-29 (38:05).
- ↑ 42.0 42.1 Transmissão ao vivo, 2022-04-29 (50:49).
- ↑ 43.0 43.1 Podcast, 2021-04-11 (23:36).
- ↑ 44.0 44.1 Transmissão ao vivo, 2017-05-08 (20:27).