Masters of the Broken World Concept Art and Developer Diary
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In my previous diaries, I explained that the player's decisions taken during the grand campaign have a great importance for the story progress. The trickiest thing here is that you need to find a perfect balance between the freedom of choice and the script.
The script itself ends with the end of a training mission. The player then goes to the great unknown, and he is free to unfold the plot according to his taste. Of course, this imposes some limitations, for example, I could not fit some kind of mandatory storyline into the game, but I've set some hidden strings in different places, leading to all kinds of different story twists. By pulling one of them, a player can trigger a chain of events he or she will take a direct part in. Thus, there is no predefined story in MBW, but a set of bigger and smaller stories, forming the plot on the fly.
The importance of the game plot is something a player should decide. If they actively look for answers and pay a lot of attention to details, their storyline is full of events and stories. If someone likes strategy in its purest form, the fiction part can be safely left behind, with the primary focus on military operations and expansion.