Dev Blog 18/01/18

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[parsehtml]<p><img class="frame" src="http://www.taleworlds.com/Images/News/blog_post_23_taleworldswebsite_575.jpg" alt="" width="575" height="290" /> Mount & Blade is RPG, strategy, epic battles... and it's also a unique world which acts as the perfect framework for your own adventures and heroic deeds. Calradia, the continent where Mount & Blade takes place, is a low-fantasy setting deeply rooted in history: its past and factions are inspired by real kingdoms and conflicts of old, but it also adds its own doses of imagination. It's a delicate balance: you have to combine creativity and imagination with thorough research and interpretation of historical sources. The result, however, is worth all the efforts: Calradia may be a fictional place, but it feels as alive and real as our world. It takes a lot of talent and hard work to create such a place, and today we want to introduce you to a member of our team who plays an essential role in its creation: our writer and designer Steve Negus.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/42
 
Steve answered a couple of additional questions which I thought I would share here with our core community. :smile:

Steve Negus said:
I can also address one of the community questions on grudges. Yes, grudges between lords can emerge dynamically. For this to happen, the lords need to have some personality incompatibilities (ie an honest lord and a devious one) and also there needs to be a trigger, like a lost battle or one lord receiving a fief that the other coveted. When this happens, lords will have negative relations, which will affect many different aspects of warfare and politics. If two lords are enemies, a player should usually be able to look at their histories and learn why they fell out.


One player asked if there will be more female troops than in Warband. We aren't adding new regular troop types. There were a few pre-modern societies in which women were part of the regularly fielded armies, but these aren't the ones on which the Bannerlord factions are modeled. Rather, we treat women warriors as exceptional individuals. So. in Bannerlord you will find more female rulers, nobles, merchants, gang leaders, preachers, outlaws and adventurers. There are ample historical examples of women playing all of these roles, in many different cultures and times. We're writing the dialogs under the assumption that basically anyone in a leadership or NPC role in the game can be either male or female.
 
Damn this blog was deep. I didn't expect a thesis on morality and free will in there  :lol:

Nevertheless, it was a very interesting read, probably the best interview so far.
 
"WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR?
“The game is not out and I don't know if we've solved this problem, but one of the big challenges is to have events that are generated by dynamic sandbox events, and are good strategies for the NPCs to adopt, but that also make sense to the player. An example of what we want to avoid, from Warband: we introduced feasts, which were a way that factions could spend resources to repair relations between lords that were damaged by the ebb and flow of war. The problem, though, was that the strategically ideal time to hold a feast was when you were in the middle of a war, which didn't seem right from a narrative perspective. So there are a lot of moving parts in the game, and we're trying to get them to work together in a way that makes sense from both a strategy and an RPG perspective.”

WHAT DO YOU CURRENTLY WORK ON?
“I'm currently working on dialogs for quests. These can get quite complicated, because we want to have lots of small quests that offer meaningful branching choices but may also be given out by characters with different personalities. We're also trying to work out a main storyline quest that absorbs the player but complements the sandbox struggle for power rather than seeming like two parallel games.”"

Oh dear. That doesn't sound like they are even remotely close. You should have already nailed down a main quest at this point in the production. Yeesh.
 
Nice blog, I can tell how much Steve cares about this game. Good to hear from a long time team member. I didn’t realize Taleworls had an employee actively working from outside Ankara.
 
Auldman said:
"WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR?
“The game is not out and I don't know if we've solved this problem, but one of the big challenges is to have events that are generated by dynamic sandbox events, and are good strategies for the NPCs to adopt, but that also make sense to the player. An example of what we want to avoid, from Warband: we introduced feasts, which were a way that factions could spend resources to repair relations between lords that were damaged by the ebb and flow of war. The problem, though, was that the strategically ideal time to hold a feast was when you were in the middle of a war, which didn't seem right from a narrative perspective. So there are a lot of moving parts in the game, and we're trying to get them to work together in a way that makes sense from both a strategy and an RPG perspective.”

WHAT DO YOU CURRENTLY WORK ON?
“I'm currently working on dialogs for quests. These can get quite complicated, because we want to have lots of small quests that offer meaningful branching choices but may also be given out by characters with different personalities. We're also trying to work out a main storyline quest that absorbs the player but complements the sandbox struggle for power rather than seeming like two parallel games.”"

Oh dear. That doesn't sound like they are even remotely close. You should have already nailed down a main quest at this point in the production. Yeesh.
Not really, no.

It's just a complement to the game mechanics, which always come first.
 
So he seems like a nice guy but not really the most informative post was it?

The better information has all come through the forum bits you added.
 
Callum_TaleWorlds said:
We are working on an entirely new website at the moment, it would be a waste of time and resources updating that page. :smile:

New website... Soundd really interesting.. :grin:

Also, why dont you remove the "features" then?


Greeat blog, I wonder how many companions/heroes there will be avaliable for you. Could be a struggle or even impossible to gather and make all stay, but it coulf be fun having a band of only companions with detailed backstories and diggerent personalities & proficiencies. 10-15 of them maybe.

Whats next blog, The Empire?
Also, a question and suggestion, have you/will you put in "firearms" in the base game as in Warband (there was firearms proficiency and also a gun in the cheat menu). If not, I know modders will make it easily, but I think its even better if its in the base game.

But the biggest thing I want in Bannerlord (for modding); We have an amazing map/scene creator, we will get modding tool and even tutorials(of im not wrong). But will we get an overworld map creator? A bit like "Thogrims map editor" for warband, but a bit better, and simpler. Also being able to change/add towns & villages and choose scenes and much more simply in that editor. I would really love that.
 
Not really, no.

It's just a complement to the game mechanics, which always come first.
[/quote]

Given they started work on Bannerlord in 2010 I'd think quests would have been discussed by now and a main one nailed down. If he's still working on side-quests that is understandable but a main one should have been thought off and scripted by now.
 
Rackie said:
Whats next blog, The Empire?
Also, a question and suggestion, have you/will you put in "firearms" in the base game as in Warband (there was firearms proficiency and also a gun in the cheat menu). If not, I know modders will make it easily, but I think its even better if its in the base game.

I second this, was basically the first thing I thought of when Bannerlord was confirmed.
 
Auldman said:
a main one should have been thought off and scripted by now

why? Maybe they had a main quest in 2010, then 8 years later with new games in the market they had to remake it. You can't stop in time with things like RP narrative, and games like Witcher 3 (2015) break the old molds/paradox  :razz:

2010 -> script 1
2011 -> Skyrim is out. Damn it! Working on script 2
2015 -> Witcher 3 is out. Damn it! Working on script 3

I rather they create a great storyline for us to play, than to sticky to a old system, as the game itself is not ready anyway.

Similar how it takes a long time (and many tries) before they can decide on a good script for a movie.
 
Might not have been full of screenshots or big updates on Bannerlord's progress, but this was probably one of my favourite dev blogs! Very interesting insight into the game and Steve sounds like the perfect guy to be forming the game's story and background.  :grin:
 
Voltigeur said:
Steve Negus said:
For this to happen, the lords need to have some personality incompatibilities (ie an honest lord and a devious one)
So i guess npc lords are going to have/gain some traits like in ck2. I'm not sure if the lord will be killable but if they are this can be pretty satisfactory when the lords die and randomly generated new ones come in.

A trait-relationship-system like in CK2 would be soooo awesome!  :ohdear:
 
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