When it comes to the presentation of our Narrative Events, our art and UI team has blessed us with beautiful scenes in which one (or sometimes multiple) of our event actors are getting rendered in 3D. When a moral dilemma is at odds with an economic one, many a benevolent Godir has been lured on the path of evil in this fourth Age of Wonders… Lastly, on a gameplay level, Narrative Events will provide meaningful choices to the player, through trade-offs that connect game play systems which normally would not interact with each other and unique rewards that can give a player tools outside their core strategy. On a system level however, the flow of Narrative Events is uniquely tailored towards the player and their faction, analyzing the player situation, factoring in player actions and choices, with each Narrative Event becoming part of the player’s personal narrative. On a content level, a single Narrative Event is a mini-story presented to the player, followed by different options to react to the situation at hand, where each option will (typically) result in a different outcome in terms of gameplay consequences. Now, for Age of Wonders 4, we have developed a system that unifies our interactive narrative content in one framework to bring Narrative Events to Story Realms and regular Realms (sandbox sessions) alike. Then, in Planetfall, Anomalous Sites made an appearance bringing dungeon-crawling options with branching story and outcome to randomly generated maps. Back in AoW 1-3 they came as a dialogue-based message system, which would feature some plot-defining choices and was generally restricted to the campaign mode of the game. In a wider sense Narrative Events have been a part of the Age of Wonders series ever since the original Age of Wonders. I am Jakob from Triumph’s narrative team and I’ll be picking up where my colleague Michelle left off two weeks ago with her more lore and story focused journal. Hello everyone and welcome to today’s development diary about Narrative Events.
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