In Part 1 of this series we covered the opening cutscenes up through the end of the opening quest tutorial, covering some of the design decisions and establishing story elements that the developers implemented to help the player feel connected with the game. To recap, they:
- Established multiple story points: your vision/dream, who you’ll be fighting (both implicitly in the cutscene and explicitly in dialogue), recent historical events (the Calamity), and the Warriors of Light;
- Introduced core game controls through relevant play mechanics (move and interact with the world, get and complete quests);
- Set the user up for success by giving explicit guidance through the tutorial period, and rewarding the player for going where they ask you to.
Let’s dive in to the next part: the first few quests the player experiences. Continue reading “Starting Area Design (part 2)”