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We also went deep in our world exploration in areas you won't see in the game. Places the characters came from had to be understood so we could flesh out their background. That background information helps us as developers, and we want the player to feel that there's a world outside their immediate exp.
That's the extent we go to as designers to flesh out the world. Make feel like living place.
We don't want to belabor this sort of thing when player is running around playing the game, but we think about how we'll get the information across to the player? One way is that some of the NPCs reflect upon where they come from. This helps us in 2 ways. For a great RPG you need great NPCs. When they give you a quest, you should feel as if you are playing in a living world with depth to it. To make living characters, they need to have culture. Characters reacting and speaking and dressing to reflect their culture tells the player about it without long monologues. We research places in our world and use them as influences for the game designs. We styled the residents and architecture of Caldeum to give a certain vibe to the player. An Eastern feel in the buildings, clothing, daily life, etc.
==Story==