Author Topic: Dev diary 2: Factions  (Read 14067 times)

Shangalar

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Dev diary 2: Factions
« on: August 13, 2014, 09:25:01 PM »

Hello everyone!

Here is the second developers diary about Ashes of Phoenix, in which we talk about the main factions of the game and some of the opportunities they offer. The exact date of the game launch should be known soon. Enjoy!


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S.T.A.L.K.E.R

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Re: Dev diary 2: Factions
« Reply #1 on: August 13, 2014, 09:40:47 PM »

Naice

sadly everyone is gonna shoot each other on sight :P
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AtomicWrangler

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Re: Dev diary 2: Factions
« Reply #2 on: August 14, 2014, 05:02:42 AM »

Looks really cool. Will definitely  try this server.
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DoVoka

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Re: Dev diary 2: Factions
« Reply #3 on: August 14, 2014, 10:36:00 AM »

It's Comiiiiiiiing!
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Shangalar

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Re: Dev diary 2: Factions
« Reply #4 on: August 14, 2014, 10:55:55 AM »

Naice

sadly everyone is gonna shoot each other on sight :P

I'm not so sure about it. We'll have to observe carefully and see how the players react to the gameplay. In any case, we have plans for future mechanics that'll involve notions of diplomacy.
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BenGorgon

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Re: Dev diary 2: Factions
« Reply #5 on: August 15, 2014, 12:42:06 AM »

I like how you have used your own factions. I noticed this from the Wiki, and am interested to see if they have a deeper back story (like V-Technologists being a matriarchal society, very cool) and if that is progressed at all.

Again, can't wait. I like that when you said there would be a new dev blog "soon" it was actually soon!  :P

I eagerly await this amazing looking Fonline server!
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Shangalar

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Re: Dev diary 2: Factions
« Reply #6 on: August 15, 2014, 08:12:20 AM »

To be honest, faction backgrounds are probably one of least developed aspects of the game at this point. That doesn't mean there's nothing at all though, we're far from that. We defined the basis of all factions, and some of them are more advanced than others, but all in all, faction NPCs currently fit a role that is usually more practical than authentic. Only the Brahminboys are advanced to the point where almost all of their members have their own story to tell you about.

The main reason for such a situation is probably that we have no dedicated writer in our team. Most dialogues have been written by John, which is also our lead designer (if you can believe that is even possible!). For now, we've been focusing to make sure every character has something to tell you, that you can interact with them, getting some opportunities or information from them.

Later on, we'll extend faction backgrounds to the point where playing in one will concretely feel different than the others. That feeling will come from those backgrounds and content related to them, like the equipment available at merchants, particular assignments, also dedicated locations related to headquarters, and of course the main storyline. But for now, this is not our main priority, and this doesn't prevent the game to be played fully.

For now, we also want to leave some space to the players to discover the factions and come up with their own stories for them. We hope some of you will be interested to contribute and assist us in this aspect.

One last thing I'd like to add is that you shouldn't expect factions to resemble those from Fallout episodes in term of background 'focus'. Imho in Fallout games, if factions were deeply designed, often having opponents outside but also inside their ranks, they also had a quite defined personality, with strong character traits and clear centers of interest. In AoP, we want factions to be societies, of a size that includes all the strongest personalities, but also their opposites, to the point where you could not even determine if a faction is blacker than white anymore. Corrupted selfish bastards and honest enthusiastic altruists can be found in the same faction. It's a bit like if you consider New Reno as a whole, instead of one of its families alone. Our general goal is to provide players with the basic traits that define the very nature of the faction, and then leave enough space to come up with any kind of background they'd wish to develop around the vast circle of possibilities.
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Vick

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Re: Dev diary 2: Factions
« Reply #7 on: August 19, 2014, 03:55:36 AM »

Ждём.
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faopcurious

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Re: Dev diary 2: Factions
« Reply #8 on: August 20, 2014, 03:28:25 AM »

So no good guy factions? just a bunch of psychotic douchbags?
or is the lawyer one supposed to be the 'good guys'?
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Shangalar

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Re: Dev diary 2: Factions
« Reply #9 on: August 20, 2014, 07:49:16 AM »

There is no good or evil faction. All of them pursue their own goals, with their own motives and methods. Their members, the atmosphere in the headquarter and decisions made on the field of battle will determine if a faction is 'good' for you, or not. Everyone around you will have his own story too, and so his own perception of the factions might be very different than yours.
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deadhand

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Re: Dev diary 2: Factions
« Reply #10 on: August 21, 2014, 01:27:04 AM »

So you could say there is a massive grey area that everyone gets to dance in woo lol. not overwhelmingly good or bad a mix of both sometimes more bad than good and vice versa
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BG Sexpert

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Re: Dev diary 2: Factions
« Reply #11 on: August 22, 2014, 09:17:04 AM »

So you could say there is a massive grey area that everyone gets to dance in woo lol. not overwhelmingly good or bad a mix of both sometimes more bad than good and vice versa

Its up to the actions and tactics of the player base to determine if a faction is perceived as good or evil. I'm fairly confident that the players will determine which factions are good, bad, and not to be fucked with :)
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chrisleaptrott

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Re: Dev diary 2: Factions
« Reply #12 on: August 29, 2014, 07:57:05 PM »

I may have missed this answer, but what time on the 5th will it be up and ready? Midnight or later in the day?
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