Devlog #22 | Narrative Design for Vagrus' Open World
One of the most noticeable differences between the standalone story and open world (thought the second part of Pilgrims has this to some extent) is the frequency and importance of random encounters. These Events appear while you are traversing the Riven Realms. The longer it is you haven't come across an Event or encounter, the more likely it is that something will come up. Part of the encounter Events are unique to each location (regions or sub-regions) while others are more generic and thus can appear in a wide variety of locations. The intent was to give interesting (and dangerous) things to do while en-route to some place and of course, to keep players from becoming careless while 'just traveling'.
Another significant part of Events in the open world part are fixed in location. You can find them by the use of Scouting (or by happening upon them on their node) and interact with them by using the Explore button. A much more elaborate form of these fixed Events are settlement and point of interest Events. We like to call these persistent Events, though many will disappear upon completing them due to narrative reasons.
The aforementioned settlement Events are also mostly persistent; many of these you can repeat again and again, as these represent facilities, shops, tasks you can take, or activities you can do in cities or villages. The selection of these Events gives character and utility to settlements; it also makes players travel between them a lot when certain functions are only accessible (or are only profitable) in certain places.
The meat and potatoes of content when it comes to Events are of course quests and storylines you can take part of. These are typically started in settlements, though some are accessed through random Events, too. Such storylines come in all sizes and varieties. A certain part of these will be dedicated to Companions' personal questlines. These don't only give backstories to your heroes but are also tied into their progress: Prowess levels 3, 6, and 9 are unlocked by reaching certain points of their questlines. The impact of quests and stories on the world and the player vary as well but many influence one or the other. Tone also plays into this: Vagrus is low key for the most part but sometimes the player does have an influence on things, for example, in deciding which Trading House wins a rivalry to dominate a settlement. Or if a camp of outlaws get to thrive or be ousted by the Empire.
As you can guess, writing and testing all this complexity is quite a task: the challenge to judge and balance the size and difficulty of Events grows exponentially as more and more content is created. Another tough part is to find the sweet spot of the frequency of random Events, as well as their distribution spatially and even in a timeline (would a story activate only in certain season or at a given point of time?). We have our work cut out for us but the intent is to create a living and changing world that feels dangerous but certainly one you'd want to explore. We are eager to share the Open world prototype with our Alpha Backers to get feedback about all this and to see what you think of the branching, layered narrative. There are still many things to complete beforehand but we are progressing well, so you can probably expect an announcement about it in the next few months. The Lost Pilgrims Team ------------------------------------------------------------------------------------------------------ Our crowdfunding campaign is LIVE Get instant access to the Alpha build at Fig ------------------------------------------------------------------------------------------------------ Wanna get the game as early as possible with even more content? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it! Fig|Website|Youtube|Twitter|Facebook Instagram|Patreon|Discord
[ 2019-07-25 14:52:37 CET ] [ Original post ]
As we are getting closer and closer to releasing the first playable build of the main campaign of Vagrus, it is perhaps a good time to talk a bit about the differences between the open world campaign and 'Pilgrims of the Wasteland'. The focus of this is going to be narrative design and stories but there are going to be implications on gameplay as well.
Encounters of a Random Kind
One of the most noticeable differences between the standalone story and open world (thought the second part of Pilgrims has this to some extent) is the frequency and importance of random encounters. These Events appear while you are traversing the Riven Realms. The longer it is you haven't come across an Event or encounter, the more likely it is that something will come up. Part of the encounter Events are unique to each location (regions or sub-regions) while others are more generic and thus can appear in a wide variety of locations. The intent was to give interesting (and dangerous) things to do while en-route to some place and of course, to keep players from becoming careless while 'just traveling'.
There's a Right Place for Everything
Another significant part of Events in the open world part are fixed in location. You can find them by the use of Scouting (or by happening upon them on their node) and interact with them by using the Explore button. A much more elaborate form of these fixed Events are settlement and point of interest Events. We like to call these persistent Events, though many will disappear upon completing them due to narrative reasons.
Have Anything for Sale?
The aforementioned settlement Events are also mostly persistent; many of these you can repeat again and again, as these represent facilities, shops, tasks you can take, or activities you can do in cities or villages. The selection of these Events gives character and utility to settlements; it also makes players travel between them a lot when certain functions are only accessible (or are only profitable) in certain places.
A Tale for the Ages
The meat and potatoes of content when it comes to Events are of course quests and storylines you can take part of. These are typically started in settlements, though some are accessed through random Events, too. Such storylines come in all sizes and varieties. A certain part of these will be dedicated to Companions' personal questlines. These don't only give backstories to your heroes but are also tied into their progress: Prowess levels 3, 6, and 9 are unlocked by reaching certain points of their questlines. The impact of quests and stories on the world and the player vary as well but many influence one or the other. Tone also plays into this: Vagrus is low key for the most part but sometimes the player does have an influence on things, for example, in deciding which Trading House wins a rivalry to dominate a settlement. Or if a camp of outlaws get to thrive or be ousted by the Empire.
Challenge Accepted
As you can guess, writing and testing all this complexity is quite a task: the challenge to judge and balance the size and difficulty of Events grows exponentially as more and more content is created. Another tough part is to find the sweet spot of the frequency of random Events, as well as their distribution spatially and even in a timeline (would a story activate only in certain season or at a given point of time?). We have our work cut out for us but the intent is to create a living and changing world that feels dangerous but certainly one you'd want to explore. We are eager to share the Open world prototype with our Alpha Backers to get feedback about all this and to see what you think of the branching, layered narrative. There are still many things to complete beforehand but we are progressing well, so you can probably expect an announcement about it in the next few months. The Lost Pilgrims Team ------------------------------------------------------------------------------------------------------ Our crowdfunding campaign is LIVE Get instant access to the Alpha build at Fig ------------------------------------------------------------------------------------------------------ Wanna get the game as early as possible with even more content? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it! Fig|Website|Youtube|Twitter|Facebook Instagram|Patreon|Discord
Vagrus - The Riven Realms
Lost Pilgrims Studio
Lost Pilgrims Studio
2020-07-22
Strategy RPG Singleplayer
Game News Posts 157
🎹🖱️Keyboard + Mouse
Very Positive
(1184 reviews)
https://vagrus.com
https://store.steampowered.com/app/909660 
Vagrus - The Riven Realms Linux [1.29 G]
Vagrus is an award-winning Roleplaying Game with strategy elements, where the player takes the role of a vagrus - a sort of a caravan leader, who makes a living on a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures.
A vast continent is yours to explore, filled with unique locations, strange factions, lurking dangers, and a lot of characters you can interact with. In order to punish the Empire for their sins a thousand years ago, the Elder Gods manifested themselves in the world, letting loose powers that ended up devastating it. Following this Calamity, the Empire was slow to rebuild and became a dark caricature of its former image. The continent is now a wasteland, riddled with arcane anomalies, twisted monsters, and undead.
A large selection of longer and shorter stories make up the game’s narrative in the form of events and quests. The choices you make in these often affect the companions and the world around you. Pick your background from trader, mercenary, or explorer; work for factions, follow rumors and trading opportunities; acquire wealth, gain fame, and discover hidden knowledge. The world is sandbox, yet it is filled with hand-crafted content.
Engage in turn-based, tactical combat that involves your companions and a large variety of enemies, both humanoid and monstrous. Use a wide range of character skills to succeed, as well as your own leadership-related abilities. Positioning and support skills are of paramount importance when your companions struggle against powerful foes.
Most journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, morale, and the freshness of your people effectively to survive. Haul cargo and valuables across the wasteland or take it from others. Your crew of workers, fighters, scouts, and slaves have to be managed to optimize their effectiveness. Equip your caravan with upgrades and your companions with magical gear.
The player can recruit a wide variety of companions into the caravan to serve in versatile roles, such as scoutmaster, guard captain, quartermaster, or navigator. Each of them comes with their own combat skills, background stories, and personal quest lines that, when completed, can upgrade them in unforeseen ways. They can progress through experience levels to become more potent crew members as well as in combat.
A vast continent is yours to explore, filled with unique locations, strange factions, lurking dangers, and a lot of characters you can interact with. In order to punish the Empire for their sins a thousand years ago, the Elder Gods manifested themselves in the world, letting loose powers that ended up devastating it. Following this Calamity, the Empire was slow to rebuild and became a dark caricature of its former image. The continent is now a wasteland, riddled with arcane anomalies, twisted monsters, and undead.
A large selection of longer and shorter stories make up the game’s narrative in the form of events and quests. The choices you make in these often affect the companions and the world around you. Pick your background from trader, mercenary, or explorer; work for factions, follow rumors and trading opportunities; acquire wealth, gain fame, and discover hidden knowledge. The world is sandbox, yet it is filled with hand-crafted content.
Engage in turn-based, tactical combat that involves your companions and a large variety of enemies, both humanoid and monstrous. Use a wide range of character skills to succeed, as well as your own leadership-related abilities. Positioning and support skills are of paramount importance when your companions struggle against powerful foes.
Most journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, morale, and the freshness of your people effectively to survive. Haul cargo and valuables across the wasteland or take it from others. Your crew of workers, fighters, scouts, and slaves have to be managed to optimize their effectiveness. Equip your caravan with upgrades and your companions with magical gear.
The player can recruit a wide variety of companions into the caravan to serve in versatile roles, such as scoutmaster, guard captain, quartermaster, or navigator. Each of them comes with their own combat skills, background stories, and personal quest lines that, when completed, can upgrade them in unforeseen ways. They can progress through experience levels to become more potent crew members as well as in combat.
Get instant access to the Alpha build by backing Vagrus at https://fig.co/vagrus
MINIMAL SETUP
- OS: Ubuntu 12.04+. SteamOS+
- Processor: Intel Pentium 2Ghz or AMD equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 1280x768 minimum resolution. DirectX 9.0c compatible graphics card
- Storage: 6 GB available space
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