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World building and lore in games


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#51
Liamv2

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Heh. Anyways weird lore is always cool.



#52
MrFob

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Good lore is essential for me to get really invested into a game.

 

BioWare is really good at coming up with great lore and great worlds for their games. Unfortunately, they are just as good at breaking their own lore later on.

 

Blizzard is also really good with lore, unfortunately, I always liked their lore more then the actual games they made. :) Warcraft has already been mentioned of course but StarCraft and Diablo also have a very good background IMO. Always enjoyed reading their manuals back n the 90s.

Also, Assassins Creed has a lot of cool stuff you can discover about all the Templar/Assassin influences on history. Similarly, Deus Ex has great background content to be found in emails, newspapers and records.

 

Also, here is to some older one:

- The Ultima Series (although arguably, Ascension kinda ignored most of it, still liked that game though)

- Outcast (had a dictionary for the language of Adelpha, etc. how cool is that)

- Crusader series (No Regret came with it's own program for background and lore on the CD + they had newspapers in the game package as extras, great idea)

- Command & Conquer Tiberium universe (until it was utterly broken, smashed to bits and ground into pulp by the abomination that is C&C 4)



#53
Simfam

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The first great casualty that is the Save Import. Dragon Break is proof that game universes literally crack open when you try to add choice continuity.


On a different note, I'm surprised no one has mentioned the actual Elder Scrolls aspect of The Elder Scroll lore. Crazy scrolls that make people go blind, constantly shift and can actually alter the fundamental nature of time and space within the universe just with their existence?

tumblr_mjebc5NlUa1qzk3zuo8_250.gif

 

I like to think as the Elder Scrolls that can do whatever the plot wants them to do.

 

Sometimes having an "obtuse" magic is better for everyone.

 

As more On Topic, I'd throw out the Fallout universe as having an interesting lore. Especially if you really cherry pick some of the stupidity of the Vaults backstory out of the mix, specifically later games. It became more ridiculous as each game tried to make each Vault an increasingly more bizarre experiment that offered no value, as well as the backstory of the Vault experiments becoming increasingly more convoluted with each title.

Still, they do a good job of making a post-Apocalyptic world that is both in-depth and not too serious.

 

All I know that the Vaults were some sort of Social Experiment. That in itself seems pretty stupid when the survival of the human race depending on them.

 

But maybe I missed something.

 

As for the Vaults themselves, I think the more 'crazy' ones fit in well with the oddity and charm of the Fallout Universe. In contrast, Bethesda did kind of ruin a touch of it by creating a world that's sort of bleak in comparison to these bad-ass mofos

 

iycsig.jpg

 

Hahaha, what a game.



#54
Fast Jimmy

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I like to think as the Elder Scrolls that can do whatever the plot wants them to do.

Sometimes having an "obtuse" magic is better for everyone.


All I know that the Vaults were some sort of Social Experiment. That in itself seems pretty stupid when the survival of the human race depending on them.

But maybe I missed something.

As for the Vaults themselves, I think the more 'crazy' ones fit in well with the oddity and charm of the Fallout Universe. In contrast, Bethesda did kind of ruin a touch of it by creating a world that's sort of bleak in comparison to these bad-ass mofos

iycsig.jpg

Hahaha, what a game.


No, that's the whole thing (bolded). The Enclave knew they wanted to be the true survivors of the upcoming nuclear holocaust, so they conned the government out of billions of dollars to contract to make the Vaults with the intent of them not actually working, but being social experiments mostly designed to fail after X amounts of decades/centuries. You charge the government for a vault designed to last a millenia, build one only made to last a century, then pocket the difference to fund your own New World Order organization, safe from the horrors of nuclear war.

At least, that's what I believe the lore says.
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#55
Simfam

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No, that's the whole thing (bolded). The Enclave knew they wanted to be the true survivors of the upcoming nuclear holocaust, so they conned the government out of billions of dollars to contract to make the Vaults with the intent of them not actually working, but being social experiments mostly designed to fail after X amounts of decades/centuries. You charge the government for a vault designed to last a millenia, build one only made to last a century, then pocket the difference to fund your own New World Order organization, safe from the horrors of nuclear war.

At least, that's what I believe the lore says.

 

Man

 

What a bunch of dicks.



#56
o Ventus

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No, that's the whole thing (bolded). The Enclave knew they wanted to be the true survivors of the upcoming nuclear holocaust, so they conned the government out of billions of dollars to contract to make the Vaults with the intent of them not actually working, but being social experiments mostly designed to fail after X amounts of decades/centuries. You charge the government for a vault designed to last a millenia, build one only made to last a century, then pocket the difference to fund your own New World Order organization, safe from the horrors of nuclear war.

At least, that's what I believe the lore says.

 

The Enclave IS the government (rather, the descendants and remnants of the old American government). Vault-Tec (in collaboration with RobCo) was commissioned to build 122 vaults across the United States for what the government called "Project Safehouse". Neither the government nor Vault-Tec really believed that the nuclear holocaust was actually going to happen, however, so they didn't bother to make them legitimate, instead opting to give most of them their own caveat (Vault 101 was to never be opened, Vault 11 has the elections, Vault 87 is really a FEV facility, etc). Some vaults were actual shelters with no real special purposes other than eventually opening (Vault 8 is one).

 

The part you're referencing, at least the bit about the Enclave, would have been a plot point in Van Buren, the game that would have been Fallout 3, had the series not been bought by Bethesda.



#57
Fast Jimmy

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The Enclave IS the government (rather, the descendants and remnants of the old American government). Vault-Tec (in collaboration with RobCo) was commissioned to build 122 vaults across the United States for what the government called "Project Safehouse". Neither the government nor Vault-Tec really believed that the nuclear holocaust was actually going to happen, however, so they didn't bother to make them legitimate, instead opting to give most of them their own caveat (Vault 101 was to never be opened, Vault 11 has the elections, Vault 87 is really a FEV facility, etc). Some vaults were actual shelters with no real special purposes other than eventually opening (Vault 8 is one).

The part you're referencing, at least the bit about the Enclave, would have been a plot point in Van Buren, the game that would have been Fallout 3, had the series not been bought by Bethesda.


Ah. Well, there you go.

#58
A Crusty Knight Of Colour

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The lore of Fallout has always been somewhat compelling but it's really the use of irony and karma that endears me to it. It gives a dark and warped humour to many of the setting's greatest atrocities.
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#59
AventuroLegendary

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What I found interesting about ES's lore was its ability to emulate real life history and cultures while keeping in the realm of high fantasy, while modelling "modern day" politics. For example, it's less "Elves and Humans naturally hate each other" and more "High Elves are pompous, acting as a pillar for Imperial culture".

 

As far as game worlds go, I definitely have to go with Fallout. Its black comedic parody of American culture on the canvas of a crapsack world gives it character. 

 

Dark Souls is a runner up, not necessarily for the lore itself but the minimalist representation of it in-game. The Celtic/Arthurian mythology is a neat backdrop.

 

Well take Tolkien, for instance.

 

One aspect of what makes his lore so great isn't that its extensive, but because he has so many different versions of the same story all with slight variations from the other.

 

IIRC, the Unfinished Tales did have an A, B and C version of the assault at Dol Goldur? Or was it an attack on Mirkwood in general? Sorry, it's been years.

 

I've had a similar idea about about the Zelda series. Picture a table with some old men telling tales.

 

"So, er, what was the Legend of Zelda again?"

"The one where the hero uses the very fabric o' time to his advantage with 'is magical Ocarina! Beating Ganon and saving Princess Zelda!"

"Nah, t'was a different tale. The real legend was him beatin' the demon king 'imself!"

"What are ya both yappin' about? It was clearly 'bout him savin' the kingdom from shadow demon matrix wannabes with some imp yankin' his chain. Did I mention he turned into a furry wolf-persona all the while?"

"...."

"...."

"'kay, that was a bit of a stretch...."

 

It's much better than trying to fit it all into some grand continuity.



#60
Voxr

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Dark Souls is a runner up, not necessarily for the lore itself but the minimalist representation of it in-game. The Celtic/Arthurian mythology is a neat backdrop.

 

I think what I like a lot about Souls lore is it leaves a majority up to player interpretation.