- Joined
- Jun 21, 2017
- Messages
- 31
Hi, i've been making a campaign recently and hit a wall.
My campaign is centered around clearing various dungeons with a team of 5 heroes.
Most of the dungeonss aren't really connected to one another story wise and there is a lot of freedom regarding the order in which they are done.
(Kind of the same way how clearing different dungeons in vanilla wow didn't have any continuous narrative to it besides "Go into the instance cause there are bad guys inside who need to die because they are bad")
And what i'm struggling with is how to begin the tutorial level of the campaign.
I could either try to make some sort of story setting at the beginning which explains why the player has to clear the dungeons in the first place. But then have it be the only real part with cinematics and a story which could feel kind of out of place compared to the rest of the levels in which the Heroes you control remain completely silent throughout the dungeon.
Or i could just put the player on the map and introduce the player to the map mechanics through Tutorial chat messages and give up on worldbuilding.
So which approach should i go for?
Or is there maybe a better approavh which skipped my mind altogether?
Thx for all advice in advance.
Edit: Thx for all responses up till this point i am actually done with the story but am putting the rest of the project on hold indefinitely. (Don't like the changes blizzard made to the World Editor with the reforged update. Both those regarding the changed terms of use and map copyright as well as the new WE not having a campaign editor)
My campaign is centered around clearing various dungeons with a team of 5 heroes.
Most of the dungeonss aren't really connected to one another story wise and there is a lot of freedom regarding the order in which they are done.
(Kind of the same way how clearing different dungeons in vanilla wow didn't have any continuous narrative to it besides "Go into the instance cause there are bad guys inside who need to die because they are bad")
And what i'm struggling with is how to begin the tutorial level of the campaign.
I could either try to make some sort of story setting at the beginning which explains why the player has to clear the dungeons in the first place. But then have it be the only real part with cinematics and a story which could feel kind of out of place compared to the rest of the levels in which the Heroes you control remain completely silent throughout the dungeon.
Or i could just put the player on the map and introduce the player to the map mechanics through Tutorial chat messages and give up on worldbuilding.
So which approach should i go for?
Or is there maybe a better approavh which skipped my mind altogether?
Thx for all advice in advance.
Edit: Thx for all responses up till this point i am actually done with the story but am putting the rest of the project on hold indefinitely. (Don't like the changes blizzard made to the World Editor with the reforged update. Both those regarding the changed terms of use and map copyright as well as the new WE not having a campaign editor)
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