This all feeds into the various cultures you will encounter along the way — what’s important to them (like their gods) is what gives life to the game. The Aedyrans, for example, are a nation that heavily values the ideas of rightful rule, leadership, and order – and now they’re plopped into the greatest frontier of Eora. What would it look like as they start to try and blend in with the locals? It may be a small change in their outfit or adapting to how they choose to live. This “Wild West” attracts all sorts, and rigidity may not blend very well with what’s required to survive the Living Lands.

“Someone who primarily reveres [the goddess] Woedica, values her emphasis on law, order, justice, and rightful rulership above other things. If you venerate Abydon, who is the Smith, it’s not that you don’t believe in the other gods, but you value that sense of industry, hard work, and dedication above other things. This allows us to imbue those factions and groups with certain ideals that are recognizable and help us clearly inform the player about what they’re about,” adds Patel.

I see this in the architecture and outfit design as well, and how the two feel intricately woven together. “This world has been an actual, living, breathing thing. It’s represented in the game, but it feels like it’s been like that in the development,” explains Lead Environment Artist Dennis Presnell. “It’s such an iterative process that as we go, and as our team members come up with new assets or clever ideas or storytelling, we all build upon that and stand on each other’s shoulders. All of it coalesces into something that has so much variety; a big, cohesive, authentic world.”



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