Neanderthal
Arcane
So you're rolling out your new game world, introducing the player to all its intricacies and peculiarities, or just the different renaissance fayre permutations we're all familiar with.
What do you do with regards to plot? A number of points, characters and places that reinforce the themes and uniqueness of the setting? That allow your character to explore the setting, learn and become a part of it through a story that becomes very personal? Or do you just introduce a big bad, the crisis he's instigating and make a looming apocalypse the reason for the characters involvement before he's even grown to care about the world?
I'd go for the first approach, because it's usually better implemented and bad game worlds are invariably places that lurch from apocalypse to apocalypse, thus robbing them of any impact, and never settle down enough to explore the setting created or the nuances of it.
And just because a plot isn't save the world doesn't make it less impactful. BG has you stopping a war and discovering your heritage, Arcanum despite "Arronax's" threat is about exploring the world and its history, the great Ultimas explore a religious/philosophical awakening and the changes and challenges affecting Britannia due to that, Torment is about knowing/defining yourself etc. These are great stories, and are no less so for not having a save the world moment.
Though it would be nice to see a crpg dealing with saving the world from Elves i'll admit.
Thoughts?
What do you do with regards to plot? A number of points, characters and places that reinforce the themes and uniqueness of the setting? That allow your character to explore the setting, learn and become a part of it through a story that becomes very personal? Or do you just introduce a big bad, the crisis he's instigating and make a looming apocalypse the reason for the characters involvement before he's even grown to care about the world?
I'd go for the first approach, because it's usually better implemented and bad game worlds are invariably places that lurch from apocalypse to apocalypse, thus robbing them of any impact, and never settle down enough to explore the setting created or the nuances of it.
And just because a plot isn't save the world doesn't make it less impactful. BG has you stopping a war and discovering your heritage, Arcanum despite "Arronax's" threat is about exploring the world and its history, the great Ultimas explore a religious/philosophical awakening and the changes and challenges affecting Britannia due to that, Torment is about knowing/defining yourself etc. These are great stories, and are no less so for not having a save the world moment.
Though it would be nice to see a crpg dealing with saving the world from Elves i'll admit.
Thoughts?