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Bolvaoir – The Twisted Lands

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MorbiusMonster
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Post by Slayer Noir Sat May 19, 2012 10:50 pm

Bolvaoir is a constantly changing realm. Shifting tides regularly engulf its lower lands, the beasts don’t stay in one place and the unpredictable weather can render rivers swollen and roads impassable.

But there’s more; something altogether more sinister. The lands seem to twist themselves, beyond what can be explained by natural forces: towns appear and disappear suddenly, caves and dungeons seem to rearrange themselves upon every visit, bridges seem to build and unbuild themselves and the trees don’t seem content with staying in one place.

The vast lands are littered with the ruins of an ancient race. Noone knows how or why they disappeared, but it seems something wiped them out extremely quickly and precisely. The few inhabitants of Bolvaoir refuse to speak of them, and no outsider knows why.


So, this is Bolvaoir, a land designed to inject some mystery, adventure and wanderlust back into Runescape. It does this in several ways:
It’s constantly changing: no two visits will ever be the same, so you don’t know what to expect when you visit
It’s vast: It’s really big and settlements (when they choose to appear) are scarce
You’re meant to get lost: the minimap fails you in Bolvaoir, and it’s marked as uncharted on the world map. Furthermore, it has features that’ll put you in unknown places – occasionally a fog bank will roll in and your lost character will emerge elsewhere, and entrances and exits to dungeons rarely seem to add up
Hard to reach areas. It’s important to have areas that can only occasionally be accessed, so that dedicated players retain wanderlust for longer
Atmosphere. One way or another, it'll have a really mysterious atmosphere

Location:
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Characters:
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Weather:
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Creatures:
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Locations:
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Technical:
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Rewards:
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Miscellaneous:
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Additional Design Notes:
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Last edited by Slayer Noir on Thu Jun 07, 2012 12:51 am; edited 10 times in total
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Post by Handeath Sat May 19, 2012 11:11 pm

By mystery, do you mean omnious feelings of doom and plot? Or adventure and wanderlust?

I feel like RS needs more of the latter, which could easily be solved by increasing the space between towns. In my Last Words (leaving suggestion), I mention being able to make more powerful items using miscellaneous items that you can stumble upon just by wander the lands, and possibly new dungeons.

Other than that, I think you're onto something...
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Post by The Empty Lord Sun May 20, 2012 12:31 am

To capture the feeling of mystery the map would have to be much larger, and the transport systems would have to be changed.

As part of my Make RuneScape Massive/Scape project, this is something I've put a lot of thought into. At the same time though, there comes a point when veterans will always feel they've completed the mystery.
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Post by Slayer Noir Sun May 20, 2012 12:45 am

"By mystery, do you mean omnious feelings of doom and plot? Or adventure and wanderlust?"

I mean adventure and wanderlust, mostly. Some ominous feelings of doom could be thrown in for good measure, though.

3mpty, I see your points. I feel I have ways of addressing them, at least in one area. I don't know whether I should give away the concept yet, or keep you guys wondering for a little longer (it's in keeping with the theme, after all Tongue)
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Post by MorbiusMonster Sun May 20, 2012 2:19 am

I remember when I first logged into RuneScape, all those years ago. The world was full of whimsy and wonder, never knowing what's around the corner; I'd do anything to have those days again.

A trip into the unknown was a day trip, there was no looking back until you'd found something exciting. I'd travelled into the abyss once, to visit Karamja. I started and finished a few quests while I was there. Stepping into the ferocity of the wilderness, I'd watch and wait, to see who was an enemy and who was an ally. I don't get experiences like that anymore, I've seen the world twice over.

Cities feel too small, places to civil and even what used to be exciting now has become errandly. I miss those days.

But also, I would appreciate some kind of plotline that did also indulge on mystery, like an old Poirot case.
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Post by Slayer Noir Sun May 20, 2012 2:30 am

I agree with most of what you say, Morb. Something that bugs me though:

"But also, I would appreciate some kind of plotline that did also indulge on mystery, like an old Poirot case."

Have you done One Piercing Note? That might sate your desire for Poirot-like cases. Problem with quests is once a quest guide goes onto the internet, you loose mystery very quickly. It's hard to dodge spoilers.
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Post by Dragon78114 Sun May 20, 2012 3:29 am

MorbiusMonster wrote:I remember when I first logged into RuneScape, all those years ago. The world was full of whimsy and wonder, never knowing what's around the corner; I'd do anything to have those days again.

A trip into the unknown was a day trip, there was no looking back until you'd found something exciting. I'd travelled into the abyss once, to visit Karamja. I started and finished a few quests while I was there. Stepping into the ferocity of the wilderness, I'd watch and wait, to see who was an enemy and who was an ally. I don't get experiences like that anymore, I've seen the world twice over.

Cities feel too small, places to civil and even what used to be exciting now has become errandly. I miss those days.

But also, I would appreciate some kind of plotline that did also indulge on mystery, like an old Poirot case.

Amen; that is nostalgia that will never return. Runescape is too damn cramped. After the combat update, they need to focus their efforts on this. I know! Let's get Jagex weary of this!
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Post by Duskcurse Sun May 20, 2012 11:06 am

Miniquest, that is the solution, for example, you are quietly walking, then you heard some Zamorakian/Saradominist/Guthixian priests talking, this would lead you to incover an underground cult, wich you'll root out. Like that?
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Post by Amascut Sun May 20, 2012 3:42 pm

I do agree. I feel like you only really get that feeling of mystery and exploration when you start playing and exploring the member's world. At this point, I know every location like the back of my hand.
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Post by MorbiusMonster Sun May 20, 2012 4:23 pm

It'd be interesting, but taxing on the system, to create a city that changes its arrangement every week or so.
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Post by Dragon78114 Sun May 20, 2012 4:37 pm

MorbiusMonster wrote:It'd be interesting, but taxing on the system, to create a city that changes its arrangement every week or so.

that is a little strange. How might that work? and wouldn't that get obnoxious?
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Post by The Empty Lord Sun May 20, 2012 6:20 pm

Hidden quests are good.

Are we trying to recapture the mystery for ourselves or make it more mysterious for new players?

We could always change the quest list to something more journal/log-y. You can't see all the quests, you have to find them. Perhaps have the guilds recommend quests, or have the journal automatically update when you enter an area (so if you walk near the quest icon, that quest is added to your list). ...but at the same time, all this does is require exploration rather than reward it.
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Post by Slayer Noir Sun May 20, 2012 7:43 pm

This is good. Your discussions are being very useful.

"that is a little strange. How might that work? and wouldn't that get obnoxious?"

What makes you think a shifting city would be obnoxious?
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Post by Dragon78114 Mon May 21, 2012 7:12 am

People use them to train and bank etc. Things like anvils and furnaces have been placed strategically away from banks and certain resources have been placed in certain areas. It would seem to requite a lot of work on a plane similar to daemonheim.

I for one would get very angry having to find my way around a city every day day that I know and love to be around.

And 3mpty, you could get awarded for exploration for the quests that unlock new areas and towns. Maybe new quests could be like automatic tasks made from Skyrim or something of the sort.
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Post by Slayer Noir Mon May 21, 2012 7:13 am

I thought Runescape wouldn't be capable of automatic tasks like Skyrim...
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Post by The Empty Lord Mon May 21, 2012 9:58 pm

I didn't play Skyrim, so I don't know.
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Post by Slayer Noir Mon May 21, 2012 11:40 pm

I don't either, actually, but I believe there's some system in place that randomly generates a near infinite number of quests for the player to go on

Could a skyrim player expand upon that for us?
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Post by MorbiusMonster Mon May 21, 2012 11:55 pm

I cannot expand on Skyrim, not even taken the disc out of its box. But the strategy guide is over an inch thick.
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Post by Slayer Noir Mon May 21, 2012 11:55 pm

Do you own this strategy guide? Might there be anything in it that could give us an idea?
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Post by MorbiusMonster Tue May 22, 2012 2:40 am

Yes, bought it with a Skylander. It's probably in the introduction.
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Post by Slayer Noir Tue May 22, 2012 3:16 am

And can we have this information then?
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Post by MorbiusMonster Tue May 22, 2012 7:36 am

It doesn't look into game mechanics, only into what items and sidequests can be found. You'll fine better answers on Wikipedia, rather than from a book.
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Post by Slayer Noir Tue May 22, 2012 7:53 am

Mark the date in your calendars. Tomorrow, I tell you my plans.

Muhahahahahahaha.

Seriously though. I do hope you'll like them.
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Post by The Empty Lord Tue May 22, 2012 7:37 pm

inb4 I am disappoint.
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Post by Slayer Noir Tue May 22, 2012 7:38 pm

Oi. Less of that.
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