Hi, my name is Chris Nengerman and I am Lead Game Designer for The Chronicles of Spellborn. Over the coming weeks I would like to tell you about the process of game design. To give you a broad insight on how the Spellborn team is working, we will take a step by step tour through the design process of the Green District zone and the connected instanced dungeon called the Citadel of Ail. During this tour you will discover all about creation of lore and how it translates to actual locations. We will also take a look at the design of monster encounters and the implementation of quests. In this first episode we take a look at what the original goals were for these areas and how these were translated into actual lore, quest lines and setting descriptions.
The design goal
The world of Spellborn consists of hollow rock realms, known as Shards, that float in the magical Deadspell Storm. One of these Shards, called Quarterstone, contains the game's capital city and is also home to the Oracle; an ancient entity that guides the people in their struggle for survival.
From a game design perspective we always planned for Quarterstone to be the social hub of the game where players would meet for trading, grouping, guild activities and Arena PvP. During testing we discovered that Quarterstone needed additional gameplay elements to be more interesting for players that are less keen on social activities.
The city of Quarterstone is setup in five districts that lay around the Temple of the Oracle like petals on a flower. After the previously mentioned evaluation, we decided to add a sixth district; the Green district. With the addition of the Green District we wanted to create an area that, while being part of the city, offered a completely different environment.
Creating the setting and the lore
When we sat down to brainstorm about the setting and lore for the Green District, we decided that we didn't want this additional content to be part of the main storylines. We wanted it to be a confined set of quests using elements from the existing setting mixed with new elements such as a new enemy faction. We ended up creating a story in typical Spellborn style with story twists that play out like a mystery novel where not everything is at is seems to be.
The Enclave of the Five Sacrifices, as the Spellborn civilization is known, has a rather turbulent history. Facing close to complete annihilation several times, the high times were celebrated with grand architectural achievements. One of these achievements was the Green District. Named after its great gardens, the Green District is home to a massive housing project created to facilitate the increase in population. It also contains, what is now known as, the Citadel of Ail; a wondrous feat of architectural design, built to be the center point of science and art. A period of prosperity followed in which the Enclave's culture flourished and scientific achievements reached new heights. Then, things went wrong.
The foundations of the Citadel of Ail were built on top of the Ancestral Forge, a mystical remnant from the Ancestral world. Experiments in the forge to learn more about vital resources such as Levium and Vitridur resulted in an explosion that shook the Shard to its core. The Green District was left in flames and a deforming disease was unleashed on all that lived there. This explosion became known as the Arcane Surge and the Enclave had no choice but to close of the entire district to protect the rest of Quarterstone from the Shunned, as the infected citizens were labeled with great pain.
Rumors now reach the Enclave that a resistance amongst the Shunned is being formed deep within the bowls of the Citadel of Ail. When the game releases, the first of eventually three dungeons will allow well equipped groups of players to descent into the Citadel to uncover the truth behind this resistance, the Shunned and the experiments that let to the demise of many of the Enclave's citizens.
Designing the layout
Once the backbones for the story were created, we looked at the layout of the zone. To reflect the fact that the area was created by the Enclave during a period of prosperity and growth, the zone needed to be huge and filled with ornamental details. The housing project needed to look immense to give players the correct sense of scope. We decided to seek technical limits and create vast cityscapes that would get players lost in the myriad of streets and alleyways.
The Green District is Quarterstone's biggest zone. Two grand walkways split the zone into four different areas. A large open air theater was built where the two walkways cross with the Citadel of Ail looming over the district like a constant reminder of the Enclave's pride. Now, with the district lying in ruins, the two areas containing the housing project are set aflame and the gardens have turned into burned swamps filled with deformed life. The burning Citadel emits its toxic gasses and smoke creating a dark maelstrom with an everlasting rain of ash.
The Citadel itself contains three instanced dungeons of which the first will be open when the game releases. This dungeon will take players through the destroyed administration offices, the living quarters and some other rooms that were used when the Citadel was still populated by scholars. Future dungeons will lead players deeper into the Citadel towards the Ancestral Forge itself.
Next week we will take a look at how this information was translated into actual maps that were further expanded into real zones in the Unreal Engine. See you then!
-Chris Nengerman
Lead Game Designer, The Chronicles of Spellborn
The company is way too tight lipped in the way videos, and actual concrete details about gameplay.
Besides...it's being made by a very small company, with a similar budget.
I can't help my opinion that small companies either make unfinished games with unfulfilled promises, or finished games that do not meet expectations.
I'm grateful he spent time to even sit down and write this up for our viewing pleasure.
I agree with you on the fact that they are small and perhaps have a budget to match, but we all gotta start somewhere. There are going to be killir hits this year and but small independant companies are usually the ones to break the mold (though admitedly in very bad ways). I am hoping this game will deliver what its supposed to and im sure if it does it will have a following. Games will always look for something new, and fun and even if most of the people go for AoC and WAR im sure some will look into this just out of interest. |And if its a good game u can expect word of mouth becoming an asset.
Actally TCoS is closer to release then people may think, Open beta starts in the EU this month and planned to go live very soon with the 'big hitters' of Conan and WAR (surpecting an EU first release with that as well) comming out in Q4 it's plenty of time to get a foothold in the EU market, most of the marketing so far as been aimed over here (in EU) as thats their main target (being based over here it's a given), plus it's less likly to flop as it's possibly the only title this year that hasn't been hyped to hell..
I don't think you understand how time-consuming and inefficient it is to correct errors after they've gone live.
The purpose of beta testers is to find obscure problems missed by the QA team. Issues that can easily be caught and corrected by a team of ONE should never make it into the game in the first place.
They need to hire an editor.
Well, you're certainly critical enough.. maybe you should apply.
Frankly.. I don't get the connection between a guy writing a journal... and them needing an editor for the game. Where does it say he's the one actually typing the dialog/text into the game? He's the lead designer.... not the lead writer.
Secondly the guy's taking time out of his schedule to share some insight with us into the design process of the game, focusing on a specific area. Why the hell are you sitting there scrutinizing his grammar? All game designers must have flawless grammar by your standards or something? Give the guy a break.
If anything, I think you're on a bit of a high-horse and need to put away the magnifying glass.
But again...
Where does it say that *he* is going to be doing the writing? You're pointing your criticism at the person who wrote the dev. article and expanding it into a litany about poor editing in games...
I'm trying to figure out where you picked up this bread-crumb trail from...
Considering how other companies started, this one is not much different. They write a game that they want to play, because there is none like it. However it does not matter if their team is just a few people, or that they don't have a few million bucks as budget, writing computer games just takes imagination and patience. Besides: No hype, no flop...
OK, first off, two sentences is hardly a litany. If you want a litany, I am quite capable of producing one.
And do you really, truly believe that the lead designer will not write one scrap of text that makes it to the player's screen? I assure you, he will. Considering the size of the company, I'm betting he's writing a lot of it.
But that's not the only problem I have with this. Any company that wants to look professional should have every single one of its press releases and articles vetted by someone who knows how to write. This article was released unedited, and to me that says "unprofessional."
Does this automatically mean the game will be awful? Of course not. But it is something I will remember when I'm trying to decide which game to buy next.
I'll wait and judge the game on its merits rather than some pseudo Wall St investor analysis of the company.