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    Thursday, April 22, 2021

    Path of Exile Development Stories: Path of Exile 2 Narrative Design Philosophies

    Path of Exile Development Stories: Path of Exile 2 Narrative Design Philosophies


    Development Stories: Path of Exile 2 Narrative Design Philosophies

    Posted: 22 Apr 2021 03:23 PM PDT

    : You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/238960/announcements/detail/3079875626280971714]here[/url].

    Development Stories: Path of Exile 2 Narrative Design Philosophies

    Posted: 22 Apr 2021 03:22 PM PDT

    In Path of Exile 2, much has changed in the world of Wraeclast, which means that the way we approach telling its story also needs to be different. In today's news post, Narrative Designer Matt Dymerski, shares some of the narrative design philosophies being adopted to craft a more immersive story and experience in Path of Exile 2.

    The following is written from Matt's perspective.



    Newer players might not realize this, but Path of Exile was written in stages. When I started playing, the Lunaris Temple was the end of the game, and Piety was the final boss. Act 4 didn't arrive until 2015, and Acts 5 through 10 followed in 2017. The years between saw significant upgrades in Grinding Gear Games' capabilities and focus, but also held complications with the availability of voice actors and writers. Path of Exile 2 represents the company's first opportunity to build a complete sequel story all at once. That means myself - your resident Narrative Designer - and a team of fantastic level designers, artists, and voice actors will be along for the entire ride. With that in mind, I'd like to share some narrative design philosophies about how we're approaching the story and experience of Path of Exile 2.

    First and foremost, we're approaching Wraeclast as a living world. Allies and antagonists alike have their own goals and desires. They're looting ancient artifacts, they're out waging war, and sometimes, if you anger them enough, they might even come looking for you when you least expect it - because the malevolent forces at play in Path of Exile 2 are smart, capable, and dedicated to their cause. They'll be making moves against you while you carve your way across the continent. Twenty years before, they saw what a talented Exile can do, so they'll quickly realize what you represent. Take that as you will...

    With enemies making more interesting choices, we want the player to be able to do so in kind, both to aid replayability and to improve immersion. Story-wise, we aim to give the player choices to make about how to proceed through an act. Wherever possible, these choices will also have consequences. Sometimes, you may not be able to achieve all of your objectives, and you'll have to choose - and events will play out differently as a result. For another example, quests are being designed with all of our types of players in mind. Often, if you skip talking to an NPC, you'll still be able to pick up a vague version of their quest from environmental clues along the way. If you manage to skip the clues as well and complete the quest completely blind, the NPCs will be grateful, but possibly bewildered. From their perspective, you're a crazed antisocial barbarian who charged through their town, killed a bunch of monsters, then randomly brought them a highly personal item like a cat dropping off a dead bird. But thanks, I suppose?

    Hopefully, these choices will help us minimize the classic RPG feeling of a 'random walk.' Every place we go should be intentional. We'll hitch a ride on caravans. We'll ride rhoas. Maybe we'll take a boat. This expands the size of the world and lets us go to cooler destinations, because it's not believable that multiple different wonders of the world are next to each other, but it is believable that we could travel weeks overland to reach each of them - in real time (just kidding, this isn't Desert Bus).

    This is all part of another intentional design philosophy: story through action. We're well aware that Path of Exile hosts players of many types, many of which rarely listen to dialogue. For better immersion, we're shifting what we can into actual events. While the 'living world' I've described is happening, the player gets to run and fight, and what they perceive about the story should be much more active. Don't be surprised if you encounter NPCs out in the world having conversations before you arrive or already fighting the good fight. Figuring out who they are fighting and why will have to happen naturally in the course of battle!

    All of this should hopefully combine to create a connected world that works so well that you can actually guess what NPCs might do based on their personality or history. The events of Path of Exile 1 certainly lend themselves to this, given that the characters involved have had twenty years to react. There's a ton more I'd like to get into in the future, but for now I'll leave off with an open-ended question: in terms of places and people, what would you most like to see again from Path of Exile 1?

    What We're Working On for Ultimatum

    Posted: 21 Apr 2021 04:03 PM PDT

    While it's only been a few days since Ultimatum's launch, we wanted to provide the community with an overview of what we're currently working on. We don't feel that major changes to the league are required just yet, but this might change soon as it's still quite early.

    Some Issues we're working on:
    • We're keeping a close eye on the experience of Ultimatum encounters and their balance.
    • The Razor Dance Ultimatum Modifier is not currently enabled. We are working on fixing up some issues found at the last minute prior to Ultimatum's launch that required us to temporarily disable this modifier. As it is required for Ultimatum challenges, we will enable this modifier as soon as it is fixed and tested.
    • Some Ultimatum waves sometimes give no reward. This is a very rare issue but we are working on a fix as soon as possible.
    • We're working on a solution to channeling abilities being released or stopped in-between Ultimatum waves.
    • The Betrayal Syndicate board has graphical issues which were fixed as of 3.14.0c, though resetting your Betrayal board by defeating the Mastermind will fix up remaining cases.
    • Bestiary's Blood Altar no longer filters the level of beasts for the first slot. A fix for this is being worked on. For now, manually select an appropriate level beast in the first slot, if available.
    • The description for the Inquisitor's Fanaticism ascendancy passive will be correctly updated to specify that it reduces all costs and not just mana costs.
    • We're currently looking into a bug where Quivers are dropping from some sources more often than intended.
    • Fixed a bug where The Vaal Omnitect in Temple of Atzoatl could sometimes be unkillable.
    Upcoming bug fixes that are ready and currently being tested for inclusion in future patches:
    • Fixed a bug where Flameblast microtransactions could be applied to the Blood Sacrament skill granted by the Relic of the Pact unique wand.
    • Added "Immunity to Chaos Damage" to the character sheet screen if the character has the Chaos Inoculation keystone passive skill allocated.
    • Fixed a bug where items could sometimes drop in unreachable locations in Caldera Map.
    • Fixed a bug where items could sometimes drop in unreachable locations in Siege Map.
    • Fixed a bug where the "Elemental Aegis" buff from the Elementalist ascendancy passive "Bastion of Elements" would not re-apply in the same area if you died.
    • Fixed a bug where Cruelty was not being offered for purchase from Yeena for the Duelist.
    • Fixed a bug where Arc would still be out of range when you walk to a target to cast it.
    • Fixed a bug where Tormented Spirits would use their skills when inside a defeated Betrayal target.
    • Fixed a bug where Divergent Phase Run's quality stat succeeded less often than intended.
    • Fixed a bug where The Vaal Omnitect in Temple of Atzoatl could sometimes be unkillable.


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