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Portalus Games | Official Site
MMORPG | Setting:Historical | Status:Final  (rel 01/22/08)  | Pub:Portalus Games
PVP:Yes | Distribution:Download | Retail Price:Free | Pay Type:Hybrid | Monthly Fee:Free
System Req: PC | ESRB:TOut of date info? Let us know!

Dev Log

Posted by Jon Wood on Oct 17, 2006  | Comments

Dev Log - MMORPG.com

There's a new Dev Log over at the official website for Pirates of the Burning Sea. This time around, GavinIrby discusses the game's Career Story Arc. For the complete Log, follow the link below.

 

In Pirates of the Burning Sea, there's going to be numerous ways to get your character to level cap: Solo missions, group missions, career missions, legendary missions, epic missions... The list goes on. One of the paths that I'm particularly excited about is what we're calling the Career Story Arc. This is a story line designed for solo play that your character can follow all the way up to level 50. It consists of missions that focus on role-playing, character development, and plot. Since our mission system allows for dialogue trees and branching story lines, we want to make the most of these great features to give the player a better role-playing experience. Two of the common failings of current MMORPG's is the lack of a coherent, compelling story line and the ability to give players a sense that they are important. Typically, a MMO player is made to feel like a peon in a horde of hi-level characters rather than a hero with an important role to play in world events. Pirates of the Burning Sea is going to change that with the Career Story Arc.

I've been asked to write a little bit about the process of writing and implementing these missions so our players can get a glimpse of what is going on "behind the scenes," so to speak. Since I don't want to give away too much about the story itself and spoil any of the surprises, I'm mostly going to discuss my own writing process and the things I hope to accomplish with the Career Story Arc.

My background is in academia, rather than creative writing, and so my process is maybe atypical for a content developer (Luckily, our team has some very talented novelists to act as my editors). I start with hermeneutics (meaning, the interpretation of texts), which is in many ways, the mirror image of the writing process. It may seem strange, at first, to call video games "texts," but they actually conform very well to contemporary hermeneutic theory.

Read it all here.

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