The system is able to render scenes with animated 3D characters and provide multiple-choice options. This requirement led us to develop a new Narrative Event System which confronts your ruler with quests, leadership dilemmas, and boons coming from your empire, the larger world, or the cosmic affinities. So our goal is to create a universe rich in lore, which reacts to the player’s choices instead of a more linear traditional scripted adventure. Through this, we avoid narrative vs gameplay disconnects, difficulty spikes, or blocking parts of the customization/empire development possibilities. This has its effect on our approach to narrative: Instead of having a fully scripted campaign story that the player follows - with perhaps a couple of branches - the in-game narrative needs ways to adapt to who the player is and their actions. With each successive iteration of Age of Wonders, we have added more gameplay depth and more immersive ways for players to roleplay the ruler of a fantasy realm. The same counts for Age of Wonders 4, in which we use new systems to allow the player to immerse themselves in their own story as rulers and creators of their empires and people. Every game was filled with strong characters, expansive back-stories, and loads of lore to enjoy. The story and world-building have always been a pillar of the Age of Wonders games. If you want to go in blind, I suggest you stop reading here! Narrative in Age of Wonders 4 Our internal narrative team consists of me and Jakob ( The contents of this game were created together with several external writers, including Raymond Bingham, who has played a role in the games since the beginning of Age of Wonders.įirst of all, a (light) spoiler warning! We will talk about the story of Age of Wonders 4. I’m Michelle ( a narrative designer at Triumph, and today I’d like to talk about the narrative in Age of Wonders 4. Hi everyone and welcome to a new Dev Diary about Story and Lore!
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