Design Notes - Campaign and the Open World
over 2 years ago
– Wed, Jul 28, 2021 at 08:39:31 PM
Hi Everyone,
I’m Andrew Fischer, one of the designers working on Earthborne Rangers. Since we gave a brief intro to the game’s round-to-round mechanics in this video, I wanted our first game design update to be about the narrative campaign and open world exploration. I’ll also write a bit about what you’ll actually be trying to accomplish during the game, and how the design was informed by two of our core themes: exploration and caretaking the environment.
Exploration and the Open World
Early in development of Earthborne Rangers, as we were working on the interactions of Path and Ranger cards and the core mechanics, the game was played using distinct, stand-alone missions set in small regions of the Valley. These arenas provided us with controlled mechanical environments, but as we got deeper into development, we realized that they were standing in the way of the feeling of exploration we were hoping to get from the play experience. To accomplish that sense of exploration, we needed to give more agency to the player and allow them to forge their own path.
This realization led to the creation of the open world you see in the game today. We started by dividing our existing regions and stringing them together to create a sprawling map of the Valley. The game takes a lot of inspiration from hiking around the rocky mountains. I wanted to evoke that same feeling of mapping out your route on the trail map, setting out for a specific destination, and then discovering sights along the way that you might not have expected to see.
Each location on the map draws from a specific set of cards that contains named people and specific places and wildlife from that location for you to seek out and discover. These cards have numbers on them that prompt you to read journal entries both when they enter play and when you accomplish certain things with them in the game. The journal entries check against and react to your past choices and accomplishments, and offer you new options and objectives to discover.
For example, at the beginning of a session, you might set out towards Lone Tree Station intending to catch a ride on the Swift, the Ranger’s airship (a card that allows you to travel nearly anywhere in the Valley), but as you pass through the town of White Sky, you might encounter a unique NPC who offers you a side-mission that you just can’t turn down.
These “side-missions” are activities that you will discover all over the Valley as you play. Perhaps you find a previously undiscovered ruin to investigate, another Ranger may need your help, or a local predator may be threatening the people of a nearby settlement, and they need your help to soothe its fury. Side-missions offer objectives of a smaller scope that you must complete before the end of the day in order to get their reward, and your group will have to decide if you have the capacity to take them on or allow the opportunity to pass. You must maintain a constant balance of deciding where to go, who you have the capacity to help before your day runs out, and how you want to help them.
The Story and Campaign
While I’m very excited about the opportunities for emergent narrative in our open world, we also want to present a story that can provide you with direction, make you think critically about the themes of the game, and create a meaningful connection between you and the denizens of the open world.
Without getting into spoilers, your story in the Valley starts with you joining the Rangers. As you get acclimated to your role, you will have to contend with larger and larger questions and challenges facing the Valley. Deciding what to do when helping with natural disasters or a missing person is one thing, but deciding what the “right” way to handle problems born from an environment shaped by over 2000 years of human intervention is another thing entirely.
To tell this more wide-reaching and deliberate story, we use story missions. Each story mission is given to you by a journal entry in the campaign guide. You will record each mission on your campaign tracking sheet, and at the start of each game, you will put a card into play for each uncompleted mission you currently have. These missions are all larger, more difficult objectives that require deliberate effort and coordination to complete in a single play session. Upon completing each mission, you’ll read another journal entry in the campaign guide, potentially making decisions about how to proceed, and are granted new missions based on that. The outcomes of some missions may be impacted by how many days you took to complete them, others may be impacted by how you chose to go about them. These missions chain together to tell the broader story of your time spent in the Valley.
Everything in Balance
As you can see from the “State of Development” section in the campaign, we are currently working on designing and iterating the full breadth of the campaign. As we do this, one thing we are very conscious of is how we strike the balance between the open-world exploration and structured missions. The story is designed to have spaces between urgent objectives to enable exploration and some missions that require and enable exploration. In the end, you will have to balance freeform exploration with your missions to be the best Ranger you can be.
That’s it for today! You’ll get a chance to see a bit more of how these systems work in the livestream next Monday onTeam Covenant’s YouTube Channel. And as always, don’t hesitate to ask questions in the comments section.