Games today demand a deeper lore and sense of world than back in the day.
If you ask me, they demand deeper gameplay, first and foremost, especially dungeon-crawling RPGs. Bard's Tale 3 definitely had a strong sense of world, in its own crazy way. I hope you're not planning to ditch that and replace it with something new (ie. Celtic fairytales).
When we created Bard’s Tale back in 1985 we were young and excitable...more interested in mapping dungeons and torturing our players with teleporters, brutal combats, spinners, and darkness areas, than we were in telling a coherent story. We threw everything except the kitchen sink into those games - Nazis, ninjas, zen masters, robots, vampires, lizard men.
Funny, those things i was pretty much looking forward to. Bard's Tale without spinning darkness and (lots of) robot ninja vampires is unimaginable (for me at least).
But knowing the lore is a bit thin and inconsistent (a lot of players made up better stories during their play-throughs than the games actually told) we needed to add some depth to the world.
Yeah, that's old-school: Making up these stories (and comparing them with others') was more fun, than reading (listening to) yet another wall of text lore dump in a modern game.
Drool wrote: ↑June 16th, 2017, 9:24 pm Crosmando wrote: ↑June 16th, 2017, 1:52 pm
But Tarjan himself started off as a mortal who attained godhood through magic, correct?
It's not fully clear. Going by what Urmech says, it certainly seems that Tarjan is actually a Satan-like character who was banished by the True God. My theory is that the Tarjan statue in the Baron's castle is an avatar or projection of Tarjan, because he's locked away in oblivion. Then, when Ferofist broke the gods' pact, Tarjan was set loose and he was able to wreck shit everywhere.
Yes, i too think that Tarjan was more like a demonic entity, as opposed to Mangar and Lagoth who were corrupted mortals.
Glad to hear Michael Cranford is on board, hope we will hear some more soon!