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== Conversation == |
== Conversation == |
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+ | Conversation |
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− | The main focus of the game is a deep and personal story. The things that are happening in the world may be out of the player's control, but there are always choices to be made in how to react to them, and these choices are made through dialogue. Both [[#Travel|travelling]] and [[#Events|events]] feed back into conversation. During key events and while camped, the player will be able to speak with members of their party in a more personal manner. Instead of describing what has happened in narration like an event, conversations will be closer and more personal. ''[[The Banner Saga]]'' will primarily be a dialogue-driven story. |
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+ | The main focus of the game has always been a deep and personal story. The things that are happening in the world may be out of your control, but you always have a choice in how you react to them, and the main way you do this is through dialogue. |
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+ | Traveling and events feed back into conversation. At key events and in camp, you’ll talk to characters in a more personal point of view. Instead of describing what has happened in narration like an event, conversations become closer and more personal. The Banner Saga is primarily a dialogue-driven story. |
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+ | Coming from a history with BioWare, we’ve familiar with how to create branching story. Where we differ is in the idea that every line needs to be something that the player has chosen. Instead, we provide a choice of what to say when there is an important decision to make, instead of filling dialogue with false choices that loop back to the same place and have no bearing on the conversation. |
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⚫ | So, through conversation you’ll make key decisions that have wide-reaching implications throughout every other part of the game. You’ll decide how to handle the most important situations that arise, make decisions that may affects the caravan’s morale, size and supplies, and form a personal connection to the characters traveling in your party. |
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== Combat == |
== Combat == |