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Dev Diary #6 — Narrative events

Hello everyone and welcome to today’s development diary about Narrative Events. I am Jakob (@Eomolch) from Triumph’s narrative team and I’ll be picking up where my colleague Michelle (@MichelleTriumph) left off two weeks ago with her more lore and story-focused journal.

Introduction​

In a wider sense Narrative Events have been a part of the Age of Wonders series ever since the original Age of Wonders. Back in AoW 1-3 they came as a dialogue based message system, which would feature some plot-defining choices and was generally restricted to the campaign mode of the game. Then, in Planetfall, Anomalous Sites made an appearance bringing dungeon crawling options with branching story and outcome to randomly generated maps. Now, for Age of Wonders 4, we have developed a system that unifies our interactive narrative content in one framework to bring Narrative Events to Story Realms and regular Realms (sandbox sessions) alike.

  • On a content level, a single Narrative Event is a mini-story presented to the player, followed by different options to react to the situation at hand, where each option will (typically) result in a different outcome in terms of gameplay consequences.
  • On a system level however, the flow of Narrative Events is uniquely tailored towards the player and their faction, analyzing the player situation, factoring in player actions and choices, with each Narrative Event becoming part of the player’s personal narrative.
  • Lastly, on a gameplay level, Narrative Events will provide meaningful choices to the player, through trade-offs that connect game play systems which normally would not interact with each other and unique rewards that can give a player tools outside their core strategy. When a moral dilemma is at odds with an economic one, many a benevolent Godir has been lured on the path of evil in this fourth Age of Wonders…

Event Format​

aow4-devdiary6-1.jpg


When it comes to the presentation of our Narrative Events, our art and UI team has blessed us with beautiful scenes in which one (or sometimes multiple) of our event actors are getting rendered in 3D. Those scenes are dynamic and will adjust to the locations, structures or factions involved. Ambient sounds, occasional weather effects and music tracks invite the player into a rich, living game world.

Transparency and player information are of high importance in a strategy game like ours. Therefore our event options give a full tooltip breakdown of all the gameplay effects that will happen when a button is clicked. This is complemented by tooltip (in tooltip) information for gameplay entities, concepts and lore, allowing players to make well-informed decisions within our events.
aow4-devdiary6-2.jpg


Inspecting the player city Centerspike through tooltips

Event Types and Conditions​

Our Narrative Events come in many different types and flavors, and can be categorized in different ways. From a player perspective an intuitive way to sort them is by assigning them to the following three groups:

Type 1: Exploration Events​

These are all events that will happen as a direct response to a player army movement, be it due to gaining vision of an unknown faction or an encounter with another army on the map. They promote exploration and give a narrative context to the locations, factions and armies you find on the map.
aow4-devdiary6-3-jpg.949994

The guards of Dawnspire need a break.

The above example is an encounter with a Free City army guarding a resource node. It allows the player to peacefully take over the structure, while also giving room for special interactions (here, hiring some of the guards) or a surprise attack.

This is only one archetype of exploration events we have in the game, others include army surrenders, Free City diplomatic meet events and our dungeon exploration events when entering an Ancient Wonder (which will be looked at in their own dev diary later on :) ).

Type 2: Emergent Events​

These events always happen at the start of the player's turn. They are diverse in their theme, actors and options and will come with a sense of surprise to the player, though the narrative will provide a context and usually leave some clues why the particular event is happening.

Each Narrative Event within the pool of events the player may receive comes with a custom set of conditions and settings, reflecting on the player situation, but also the general state of the map and factions present. They are managed by what we call our Story Flow System, which provides the player with a steady stream of narrative events in a controlled and fair fashion. Fairness and balance is of importance since our narrative events are given to AI players and are active in multiplayer mode too. Naturally, with an inherently random system such as this one, some RNG with lucky or unlucky event picks for a particular player will still happen. But we have paid much attention to event reward and cost balancing and scaling, as well as the scope and frequency of narrative events, to ensure that the system integrates well into the competitive strategy game that is Age of Wonders 4.


aow4-devdiary6-4.jpg

This event may happen for a city with a strong military focus.

Type 3: Quests​

The two event types we discussed so far were all instant in their resolution and consequences (even if some of those consequences may have a longer lasting effect). Quests as the third type give the player a task to complete within a given time and are presented in the same format with a Narrative Event starting and ending the quest. Just like regular events, quests may be offered to the player from different types of sources including Free Cities, heroes or the player’s own population (cities). We have 7 archetypes of quest objectives in the main game, ranging from standard “defeat this army” quests to diplomatic quests to improve the standing with a Free City. (More types of objectives may be encountered in our story missions ;))

aow4-devdiary6-5.jpg

A hero asks for the broken weapon of his kin to be reforged.

In the above example the player is asked to obtain a Magic Material, which are special resource nodes on the map that the player may connect to their cities for unique empire buffs. The quest already foreshadows the rewards that will be given to the player upon completion. However the exact rewards are not revealed to not undermine the narrative with spoilers. The “Mystery Bonus” is what the player will pick in the completion event of the quest.

aow4-devdiary6-6.jpg

Quest completions are set up as “pick your own reward” events.

Roleplaying Event Choices​

Role playing is an important part of Age of Wonders 4. What starts with faction creation, ruler customization and continues in game with tome picks and empire building is also complemented by narrative event choices that will suit different types of characters.

To support this we have different types of choice options in our Narrative Events. On the one hand there are good and evil deeds that inform the alignment of the player. The most extreme ones of those will only be available if you are already at a certain level of good or evil alignment and will otherwise be hidden.

On the other hand we have Affinity Checks, where the player ruler attempts to channel their magical skill in order to resolve a problem. They are similar to pen and paper roleplaying actions, where a challenge level and dice roll are compared to the stat of a character, only that in our game the affinity scores of the player empire are used instead.
  • Affinity Checks are hidden until the player empire has a high enough matching affinity (namely it must be as high as the challenge level of the check)
  • They are the only options in our events with a random chance attached. Still you can see beforehand the results of each possible outcome within the button tooltip.
    • The success chance is 50% when the affinity score equals the challenge level
    • Each affinity point on top will increase the chances of success by 10% (yes, this means guaranteed success is possible)
    • A lower success chance than 50% is not possible (then the option is still hidden)
  • Next to the gameplay effects, there are short narrative snippets within the tooltip that provide further context to what will happen with each outcome.
  • Affinity Checks are marked with a matching button icon, so they may easily be spotted when they are unlocked.
  • Failing an affinity check will always result in the player ruler temporarily losing affinity points of the involved affinity.

aow4-devdiary6-7.jpg

Negotiations with toads. Time to find the right antidote…

There are some other affinity informed options that do not involve affinity checks, but we will leave those to be explored within the game itself.

Dynamic Text​

Attentive readers of this dev diary will have noticed the many underlined text snippets within the narrative text and tooltips.

aow4-devdiary6-8.jpg


As can be seen above those underlined words indicate that a tooltip (in tooltip) is available, but it also gives a hint to the amount of dynamic text present in our Narrative Events. Dynamic means that the exact text is dependent on the specific context of the event instance when the Narrative Event is shown to the player. In the screenshot above this is the Free City name and the name of its Lord or Lady, but there could be other qualities derived from gameplay entities: titles, unit names, hero items, world map structures, etc… They are needed to keep up with the procedural nature of our game and promote replayability by giving variation to the same base event in different instances. Remember the quest about the shattered Chaos Orb? In another playthrough it may be about a Sword instead and in yet another about a famous Axe.

Normally dynamic text insertions cause all kinds of linguistic problems, starting with gendered text when the grammatical gender of the inserted words asks for different text versions - pronouns, adjectives, articles, all may change with what we insert and this gets amplified once texts are being translated (or localized as we say) into other languages. Often this means that the writing needs to adhere to many additional restrictions, the quality of translations will suffer or that inserting this many derived text entries is simply not possible (without breaking grammar).

However for Age of Wonders 4 we could secure the service of the Lingoona Grammar module and integrate it into our own pipeline. It is a linguistic engine that is made for supporting text variable insertions, parsing our text and making it conform with the correct grammar as long as we use its syntax where needed and annotate all text insertions properly. As a brief example of what this actually means let us look at the following sentence from a Narrative Event:

DevDiaryLingoonaParsed.png


It contains two inserted text entries (a hero and the player leader title) and several pronoun references to the hero. In the source text this looks like that:

devdiarylingoonasource-png.950001


As can be seen EventHero and PlayerLeader are both stored as variables in this Narrative Event. Using a mix of our own custom markup and the lingoona markup syntax then lets this source text be parsed in what could be seen above. (What is not visible here is that hero names and leader titles that may be inserted here all have annotations added to their string as well!)

Event Scripting​

Following up with some more tech, we can take a brief look at how our Narrative Events are set up under the hood. Generally speaking they are managed through our Resource Editor, which is our primary development tool for non-art asset content and system settings of the game. What makes the Narrative Events different from regular resource types is that they are heavily entwined with scripts. For this we have taken the Trigger System from Planetfall and pushed it to the next level.

The Trigger System is a modular high level scripting language that comes with a visual interface and lets us combine and instantiate the building blocks provided by our gameplay programmers to read and interact with the game and the state of a player getting the narrative event. At the core the scripting blocks are divided into four types:

  • Events
    • These are the trigger moments that make the game evaluate the script.
  • Setups
    • These are the variables created and stored as context of the script.
    • (These may also contain conditions further defining the variable content.)
  • Conditions
    • The conditions that must be fulfilled for the script to be valid and execute its actions.
  • Actions
    • The changes the script makes to the game or player UX.

ResourceED_2023-02-15_11-46-10.png

A sample narrative event script at its highest level. More actions and conditions are attached to the individual button options of the narrative event.

ResourceED_2023-02-15_13-23-00.png

The first layer of a variable creation script - all input fields are further defined in deeper layers of the script.

The trigger system is a very powerful tool, which includes many goodies you would expect from a simple programming language, such as core logical and mathematical operators, if/then statements and loops. It also allows the creation of Macros, which may be called in other scripts (or Macros ;-)) and are a vital boon for keeping our narrative event content consistent and maintainable.

For the community perhaps the greatest advantage of our narrative event setup (and part of the reason to make a more implementation focused detour in this dev diary) is that they will be fully moddable when the game comes out, as they are contained within the Resource Editor. This means that it will be possible to mod in new narrative events, also ones that completely deviate from the event content we developers have created. A fair warning that this will involve a quite steep learning curve, but I know by experience that the Age of Wonders modding community has very dedicated and talented members among them, who do not fear challenges like this one.

Conclusion​

To reflect a bit on what we have read in this dev diary, it can be said from a developer perspective that with the Narrative Event framework and their surrounding systems we have created a powerful narrative tool, which has enough robustness and flexibility to support any narrative ambitions we (will) have for the ongoing development and support of the game.

From a player perspective, the Narrative Events we created will lead to personal stories and immersion within the gameworld that is more tangible and player agency driven than ever before within an Age of Wonders game. Where previous Age of Wonders excelled at bespoke Campaign storytelling, the Narrative Events are set up to give previous campaign players an intriguing experience in all modes of our game, not just the Story Realms.

I thank you all for reading my dev diary :)

Best regards, Eomolch

Stay tuned for a new dev diary next week and consider adding the game to the Wishlist!
 

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Great answers, thanks. Sounds really good. As for the modding tools: the more features you make possible in them, the more fun you devs get back from the community to have fun playing the game yourselves ;) (Hoping that you all create a game you love yourselves too)
This.
It doesn't have to be ready at launch.
But a powerful map editor that allows players to create their own scenarios or even multi-map campaigns would be a huge boon to the games longevity.
I admit that I mostly play Random Maps in AoW3, but I also love scenarios with a bit of story and special circumstances and challenges (Cough Great Khan Cough)
 
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TulajMnie explained it quite well from a flavor perspective: you need a certain skill to even be able to attempt or think of a certain move. Besides that there is the simple UX reason of protecting players from themselves and the quite important role-playing reason that in an RPG you also don't want to see Necromancer options pop up when you play as a Paladin or Ranger options when playing as a Wizard. The options available still have to match the ruler you are playing

I mean you can still limit it. Taking @TulajMnie example - sure you need certain skill to know about specific antitoxin, but you need less skill to know about general antitoxins (for example Activated Charcoal) and to try them.


I feel like lowering the threshold for the option to show up to at the very least for 20-30% success chance, all while requiring at least some affinity, would be better.
 
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Very nice, this seems to improve a lot on quests in random maps. My biggest criticism of the quests in current games is that they often feel very random and kind of thrown in terms of both content and what the player must do. Like oh hey player go do X, then go to do Y which are entirely not related. This seems to address this to a degree since quests appear for different reasons and with richer content and options. It would be nice to also see some sort of progression with quests building off each other kind of like a short story within the larger game.
 
It would be nice to also see some sort of progression with quests building off each other kind of like a short story within the larger game.
We will see this in the story realms I guess. For random maps "short stories" would have to be set up or scripted. So when you get random event ABC, it starts a small series of n events that follow and tell the story. Imagine a given number of events each starting such a small chain of storyevents: if they are not full of cool rewards, they might begin to annoy you after several random maps. If anyone has an idea to create a real little story by a randomizer, I would be happy to hear it. ;)
 
In theory it might be possible to have unit rewards from narrative events that match a race of some ruler from your Pantheon. However in practice I don't know of any event that would do this - it always sticks to what is present on the current realm in terms of racial units, so usually derived from your own race or that of another PvE or PvP faction.
That's perfectly fine. i kinda had a feeling it'll be based on the Leaders in the current match. but one way or another, i'll be happy to meet my Characters again. no matter how. i just love seeing familiar faces. regardless if they are an enemy, ally. or even appear as a hero unit.

ooh i got so many ideas to that pantheon system. played an RPG once with a similar system of being able to meet former characters. of course. you guys should get a feeling for that part first. the only thing i wish for right now is for my characters to equally appear as leaders just as well appear as a leader of a free city or hero unit. hell. far as i care, they may even appear as a hero unit of an enemy player. i don't care. i just love meeting other players creations.
 
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I mean you can still limit it. Taking @TulajMnie example - sure you need certain skill to know about specific antitoxin, but you need less skill to know about general antitoxins (for example Activated Charcoal) and to try them.
If you know general antitoxin then you know to mess around not knowing what the poison is. Same with any other dilemma.
I feel like lowering the threshold for the option to show up to at the very least for 20-30% success chance, all while requiring at least some affinity, would be better.
This serves no purpose whatsoever other than make people mad that they failed.
Also what HeyTriko said about limiting system to not show options that does not correlate with what the system tries to emulate. Still got other options, dont need to be a Swiss mulitool.
It is what it is. 50% minimum. Done.
 
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Yes. Higher affinity or different alignment may have unlocked event options turn 32 that you would have not seen turn 3. Rewards and costs will have generally scaled up on turn 32 (though different scope events will still give different scope rewards/costs in direct comparison). And if it involves units of your race, then those will come with the transformations etc active.
This one is big for me. Humankind had a bit of a basic event system but the rewards did not scale well at all (maybe fixed by now.) Getting 100 gold from an event on turn 6 is great. Getting 200 gold from an event on turn 60 is very much not great. Wonky scaling totally takes the impact out of meaningful event choices so hearing that that's thought of is great!
 
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I think this was answered somewhere before, but currently there is no hero creation tool in the game that would let you add heroes to a hero pool. Also because there is no hero pool in the classical sense since heroes are dynamically generated for each realm you play. There is however an option to edit the appearance and name of heroes joining you (and you can reskill them too, if you like).

Ah, I see. Well, that's a shame, but only a very minor one given how much customisation is already available. Being able to reskill heroes and edit their names and appearances is a god-send though, very happy to hear that! Thanks for the response!
 
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Ah, I see. Well, that's a shame, but only a very minor one given how much customisation is already available. Being able to reskill heroes and edit their names and appearances is a god-send though, very happy to hear that! Thanks for the response!

Keep in mind, while there is no "hero creator", your ascended leaders in your Pantheon (as in, you've won a game with them before) can join you as a hero. So while you cannot make explicitly hero characters, you can make custom characters, and they can show up as heroes (as long as they don't also exist in the specific match as a ruler).

 
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Ok, serious question, how is it that events like the Toad with the poison cup are ok and flavor text isn't?

"In our culture, we share this drink when we forge a bond." How is that not defining the culture for you? And, what happens when those Ancient Toadmen are a custom culture you set up in an earlier game, or if they are the culture you are playing as right now? The Cosmic Orb event also begs a question "why can we customize our heroes if you are going to make up their history for us anyway?" And, well, what happens when it's an ascended Pantheon Leader who showed up to be a hero?

The retreat stuff is cool, it's a pretty neat looking system, but seriously, why not put flavor text? In Planetfall there were plenty of Race/Secret Tech combos that made some flavor text odd, that's why the flavor text was a quote with an attribution, even 3 had flavor text that worked that way. And like, if the problem is that you need an example world and haven't thought of one, yes, you have. In Dev Diary 3 you showed us an event that creates lore for the Tyrant Knight, and while apparently it's just on Athla, that's fine, a bunch of the Warlord flavor text was about specific Warlords.
 
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Normally dynamic text insertions cause all kinds of linguistic problems, starting with gendered text when the grammatical gender of the inserted words asks for different text versions - pronouns, adjectives, articles, all may change with what we insert and this gets amplified once texts are being translated (or localized as we say) into other languages. Often this means that the writing needs to adhere to many additional restrictions, the quality of translations will suffer or that inserting this many derived text entries is simply not possible (without breaking grammar).
I'm actually curious how this will work out for languages that may have gendered articles, which may depend on a case and where the grammatical gender may differ from the one used for pronouns.
 
Actually I've got a question regarding event choices: in the DD potentially hidden options depending on player's alignment or affinities have been shown. Is there something similar in regards to Tomes of Power unlocked? For example, if certain event choices would include raising undead it might make more sense if the option would require first having Tome of Necromancy unlocked before being available. Similar with summoning demons, taming wild beasts or negotiating with angels.

While I wouldn't be surprised if such options would simply be handled with affinity points, I do feel they might be slightly misinforming. It could feel a little out of place having option to raise army of undead while having dark culture and 2/3 shadow tomes completely unrelated to any undead whatsoever.
 
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Event Scripting​

Following up with some more tech, we can take a brief look at how our Narrative Events are set up under the hood. Generally speaking they are managed through our Resource Editor, which is our primary development tool for non-art asset content and system settings of the game. What makes the Narrative Events different from regular resource types is that they are heavily entwined with scripts. For this we have taken the Trigger System from Planetfall and pushed it to the next level.

The Trigger System is a modular high level scripting language that comes with a visual interface and lets us combine and instantiate the building blocks provided by our gameplay programmers to read and interact with the game and the state of a player getting the narrative event. At the core the scripting blocks are divided into four types:

  • Events
    • These are the trigger moments that make the game evaluate the script.
  • Setups
    • These are the variables created and stored as context of the script.
    • (These may also contain conditions further defining the variable content.)
  • Conditions
    • The conditions that must be fulfilled for the script to be valid and execute its actions.
  • Actions
    • The changes the script makes to the game or player UX.

View attachment 950003
A sample narrative event script at its highest level. More actions and conditions are attached to the individual button options of the narrative event.

View attachment 950004
The first layer of a variable creation script - all input fields are further defined in deeper layers of the script.

The trigger system is a very powerful tool, which includes many goodies you would expect from a simple programming language, such as core logical and mathematical operators, if/then statements and loops. It also allows the creation of Macros, which may be called in other scripts (or Macros ;-)) and are a vital boon for keeping our narrative event content consistent and maintainable.

For the community perhaps the greatest advantage of our narrative event setup (and part of the reason to make a more implementation focused detour in this dev diary) is that they will be fully moddable when the game comes out, as they are contained within the Resource Editor. This means that it will be possible to mod in new narrative events, also ones that completely deviate from the event content we developers have created. A fair warning that this will involve a quite steep learning curve, but I know by experience that the Age of Wonders modding community has very dedicated and talented members among them, who do not fear challenges like this one.

I have wanted event system in AOW ever since I played Stellaris
It's awesome, formidable even. :eek:
Just one question please. Will there be scripting function that returns if a hero have a certain skill, or a function that returns a list of all skills a hero have ?
If the engine can do skill checks modders could potentially make entire RPG games as maps in AOW4.
 
What you mean? Could you explain, please?
I think Ethorin is upset about Age of Wonders 4 potentially not having unit-specific flavour text like Planetfall and Age of Wonders 3. He apparently read a dev saying that part of the reason for the removal was that the flavour text needed to fit with the setting, and AoW4's setting is yours to make up. But these Story Events have a lot of context that is defining to a setting.

And the answer that he needs, but that a dev can't really deliver is that flavour text kind of sucked. Whether they added something to the game or not depended only on their own merit, which varied quite a bit. The flavour text in events however is necessary for the events to work. The events have value, regardless of whether the fluff does.
 
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is that flavour text kind of sucked.
...My first two factions in 4 are going to be Magicats and Necrats, they will be based on puns and memes and a funny cute Yu-Gi-Oh! card that I keep wishing I could play purely because it's adorable.

My first two factions in Planetfall were based on some interesting flavour text connotations, Assembly Celestian, for the religious way some of the Assembly approached the whole "being made out of a jigsaw of flesh and metal" thing, and Synthesis Syndicate, which had a hilarious 180 on implications with the Secret Tech Doomsday.

Flavour text was amazing. It created a strong and consistent sense of place while leaving plenty of room for your dudes to be doing whatever for whyever. Not every Promethean was a flame cultist, even if all the Purifier flavour text was about how flame cultist this one dude was.

These new events, so far, manage to create a bunch of implications without actually fleshing out any of the world outside our restricted lens into it. We see combat and war economy, we don't see how the Amazons create amazing biological strides as a matter of prestige rather than practicality before some other Amazon makes it practical. We don't see how some Prometheans are in it for the fire, and some are in it to protect. What we have isn't even a setting of settings, it's a blank empty field upon which our miniatures go to war for no reason but our pleasure.

And sure, there's a lot of room to make stuff up, there's also not a lot of inspiration in setting, I think it's telling that in the Discord channel "what will be your first faction" everyone I've seen is either pulling from previous games or tropes/memes.
Whether they added something to the game or not depended only on their own merit, which varied quite a bit. The flavour text in events however is necessary for the events to work. The events have value, regardless of whether the fluff does.
The interactions of flavor text had plenty of value, and even "boring" flavor text deepened the understanding of the world outside of the very limited lens we normally have. That the events have value "independently" puts MORE, not LESS weight on the text though. In Planetfall or 3 you could just, ignore certain flavor text, liked the Warbreed? Didn't like the implications that your leader was having babies for the purpose of war? Well, that was how ONE Warlord got his Warbreed, no reason that's how YOUR Warlord gets theirs, maybe yours are a subculture descendants of some weirdos. In 4, are those Ancient Toadmen a faction you put together yourself? The faction you are playing right now? That event just defined a part of your culture, even if your own headcanon, which is apparently supposed to be the only canon now, says otherwise. And did so mechanically, you can't ignore it. Did you customize Deosidero the Riddler? Are the Rodylics a faction you invented? Did you write a novel's worth of backstory? Oh what's this, there wasn't a Cosmic Orb in there? Welp, there is now.
 
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I think Ethorin is upset about Age of Wonders 4 potentially not having unit-specific flavour text like Planetfall and Age of Wonders 3. He apparently read a dev saying that part of the reason for the removal was that the flavour text needed to fit with the setting, and AoW4's setting is yours to make up. But these Story Events have a lot of context that is defining to a setting.
Thank you :)
And the answer that he needs, but that a dev can't really deliver is that flavour text kind of sucked. Whether they added something to the game or not depended only on their own merit, which varied quite a bit. The flavour text in events however is necessary for the events to work. The events have value, regardless of whether the fluff does.
Huh...
I don't see that as a important part of the expirience but also I can understand thats a nice fluff to have.
There is one but - quests are the stories that you can expirience and have a choice to make that suits you best, flavour fluff is positioning unit in the lore that you don't have any chance of changing or affecting in any way (other than ignoring).
 
There is one but - quests are the stories that you can expirience and have a choice to make that suits you best, flavour fluff is positioning unit in the lore that you don't have any chance of changing or affecting in any way (other than ignoring).
Oh that's the funny part.

We still have flavor text, it's just autogenerated for our race. And based on the examples we've seen, it is actively bad. It's not coherent, it doesn't flow, it's a bunch of disjointed unconnected sentences.
 
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