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Do we know anything about the planned story?


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We know bits and pieces. One part of the story will be hints for you to reconstruct how the epidemic started.

The other part you will take part in yourself and determine what happens with two warring factions, the Duke and the White River coalition

 

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10 hours ago, meganoth said:

We know bits and pieces. One part of the story will be hints for you to reconstruct how the epidemic started.

I hope this makes it in. I feel like TFP have really stepped up their environmental storytelling over the years and you can read so much into most of the POIs these days. I'd personally like for the origins of the epidemic/etc. to be delivered subtly and in an open-ended fashion rather than via a hard and fast narrative. The ongoing warring factions plot could more than make up for a more opaque backstory in my opinion.

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10 hours ago, meganoth said:

We know bits and pieces. One part of the story will be hints for you to reconstruct how the epidemic started.

The other part you will take part in yourself and determine what happens with two warring factions, the Duke and the White River coalition

 

I'm siding with the Duke, naturally. His coin is currency for everyone, White River traders included. The White River guys always lose their bags which I get paid to go an retrieve. The Duke doesn't kill you when you create a new character. Clearly a stand up guy. 

Otherwise Crazy Jake gang all the way. They have you kill chickens with a nail gun. Clearly they know how to have a good time.

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I'm pretty sure you will be able to select any side (duke or white river or your own) and I'm also sure there won't be an in-depth story with lots of branching. Devs already said the story would be rudimentary (not their choice of word, but it probably summarizes their intention). The XML as it is makes branching story lines VERY cumbersome to implement. There is no support for dialogue at all. You practically have to tell the story through a string of quests. And at the moment I'm not even aware of a mechanism to turn on quests depending on a variable, which would be the minimum for implementing a branch in the story.

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