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  1. #11
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    One way to make your game shallow is to think up cool places to go just for the sake of it without any proper context to tie them up to the setting. Very Korean.

    Everything should start from imagining the setting and the lore. If they are merely tools to justify the existence of a cool landmark (or a feature), instead of the landmark being the tool to justify the existence of the lore it ties in with, the depth of the world will suffer tremendously.

    I wish he was reading this thread, as I feel like he's about to make a huge mistake taking the former approach.

    For example, the whole vanilla Vana'diel was set up with a Grand Plan in mind when it came to lore. The areas around Qufim were not barren for no reason- the crystallized trees did not point towards the same direction just because it looked cool- Qufim was not shaped like a crescent because making islands a shape of a crescent is "totally AWSUM". The crags, the drogaroga's spine, everything was a part of the setting.

    I hope Yoshida takes some notes from how XI was built, but I wouldn't be surprised if he doesn't understand.
    (6)
    Last edited by Betelgeuzah; 07-17-2011 at 01:18 AM.