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Developer Diary #24: Legend of the Nomad

Happy New Year, and welcome to a fresh and tasty Dev Diary from the team at The Chinese Room. We are starting the year by talking about the player character, Phyre, and how you can shape their legend and add to it as you play. As you’ll see below your story will start wearing rags, but will it end in riches? Seattle’s fate is in your hands.
- Project Creative Director Alex Skidmore

1. Masculine and feminine side-by-side renders in the robes you start the game wearing..png

Description: Masculine and feminine side-by-side renders in the robes you start the game wearing.

An Elder of your choosing
As our game starts, an Elder that some call the Nomad wakes up in an abandoned building in Seattle. They don't know where they are or how they got there, but they are quick to adapt - the Nomad is old, and they have survived for a long time.

It is clear that they have experienced the deathlike sleep of torpor. The last they remember was a smile and a piercing pain in the chest, delivered in their Haven in Tunis at the start of the 20th century.

Now they are awake. What happened to them in their long slumber, and who woke them? Why does their Blood lack the strength and power they are used to? And why is their body carved with arcane sigils?

The Nomad is a legend amongst Kindred. Their name has been whispered for four hundred years - of their presence in revolutions, on battlefields, at slaughters, and at the fall of Princes. Are they escaping these situations, causing them, or taking joy in red wrath and ruin? Whatever the truth, they are a catalyst - when they appear, the world of the Kindred will be irrevocably changed.

2. In-game screenshot of Safia recognising the Nomad..png

Description: In-game screenshot of Safia recognising the Nomad.

The concept of the Nomad came when we were expanding early ideas of Phyre to make the most of an Elder's history in the world. There is a reason a vampire survives - and in the game our vampire is always on the front foot, leaving an indelible mark on Kindred society. That must have been true for the rest of Phyre's existence. So what might people in Seattle have heard?

In our story, different characters have different beliefs about the Nomad and their history. While these events may not have an immediate effect on the game world, they will affect how our protagonist is treated. We have deliberately left it up to the player to decide how Phyre treats these stories and their legend, and how much they tell other characters about their past - and indeed, which stories they tell.

How would a Prince behave if asked for a favor by the legendary and powerful Nomad, who is not yet caught up in local politics?
- Ian Thomas, Narrative Director

3.  In-game screenshot of Phyre’s mark glowing..png

Description: In-game screenshot of Phyre’s mark glowing.

The themes behind the Nomad
In Bloodlines 2, the matter of history takes a front seat. Our protagonist is centuries old, and while they may change things up to survive, adapt and keep pace with the march of time, they’ve nonetheless garnered something of a reputation. If a time-immune forensic detective were to inspect and compare the various crime scenes that are human history, they would no doubt find one set of fingerprints consistent. May you live in interesting times, etcetera etcetera. Playing an Elder was a bold choice; to move forward without leaning into the unique opportunities that provides for roleplay would be a missed opportunity.

In Narrative Design, we often find ourselves pulled between two ideals: providing agency and choice for players to make the story their own vs keeping the story feeling intentional, strong and tightly wound. The solution, then, is to establish what is immutable and, within that, carve out a more flexible play space. Ultimately, a good story is driven by characters being true to their psychology and either following that thread down towards tragedy, making the same mistakes over and over, or seizing upon the chance to challenge and change themselves.

That’s what makes a happy ending triumphant: a character’s ability to sacrifice what they have desired and strained towards for so long, to defy the never-ending hunger of old, painful wounds for a chance at long-lasting healing. It’s what makes a tragic ending tug at our hearts: we see clearly what the character needs, and we see them turn away from it one too many times, too consumed by their pain to do the hard thing, give up their coping mechanisms and save themselves. What I’m getting at is that history, for us, is not merely superficial or textural. Sure, the Nomad’s been around a while, and sure we want to give you folks the chance to say what they did with that time. But as far as storytelling tools go, that doesn’t give us much and, as Narrative Designers, we need tools that will allow us to chisel out those big, emotional moments. So more important than the ‘what’ is the ‘why’. The play space.

4. In-game screenshot of Lou meeting the Nomad for the first time..png

Description: In-game screenshot of Lou meeting the Nomad for the first time.

In this case, we know the Nomad has moved around. We know they are notorious. But the questions that fuel and texture those facts are still up for grabs: You say this Nomad has moved around, so what drove their movement? Were they fleeing something, chasing something, or merely making the most of a long eternity? Where did they go, what did they do there? And what can we surmise about the Nomad’s psyche as a result of these decisions? Are they paranoid, curious, ambitious? What kind of arc does that suggest which might allow us to play with the framing of what they will encounter, to give the impression of those personal trials?

You will have the option to tailor the Nomad’s legacy at various points peppered throughout the game. Importantly, we have chosen not to do this up-front in the style of Bloodlines 1, because this history is a choice as much as any other in the game, and a choice is most effective once you know the stakes. It should make you umm and ahh, maybe even agonise a little: What will happen to X if I choose Y? As such, it was important to us to have these choices occur once play has already begun, once you have started to feel your way around Seattle and its various dangers. These will come in waves — some ‘golden path’, others optional (for instance, if you choose to spend more time with and open up to certain characters) — each tackling a different aspect of your legacy which, tapestried together, suggest a more bespoke story.

The first thing we establish is the theme. Who does the Nomad say they are? A legendary warrior? A curious traveler? Or a desperate survivor, fleeing disaster to disaster to avoid their foes? Once this is chosen, we branch out into further options — each unique to that choice — which both refine roleplay and drill further into that initial theme with your motivation. These sub-choices layer in more texture, allowing your mind to play it all out like a movie and start filling in the details. Later, you’ll have other opportunities to further fill out this narrative, even (if you wish) touching on details that preceded or even caused your embrace. As a personal note, the research that went into fleshing out these options and bedding them into interesting (but no less real) history was a veritable warren of rabbit holes — too many, even. Many, many darlings suffered their final death in the making of this game (may they rest in peace). Even so, nerding out with this stuff was a complete joy.

5. In-game screenshot of Phyre and Fabian discussing the Legend of the Nomad..png

Description: In-game screenshot of Phyre and Fabian discussing the Legend of the Nomad.

These choices, once made, are not lost to forgotten metadata. Many will have direct nods or follow-ups, sometimes much further down the line. For instance, here’s a line from Lou that directly references a choice made during an earlier conversation with Fabien, showing how talk of the Nomad’s deeds have spread:

LOU: You'll have to tell me some time how you escaped Madame Guillotine and her... cutting tongue.

Others feed more subtly into the narrative, affecting the framing of why you might choose something to make it fall in line with your chosen psychology and resulting arc…

PHYRE: Katsumi is being pushed into a corner and must fight merely to exist. I know the feeling well.
VS
PHYRE: Merely holding where you stand is not enough. You need to gain ground.
VS
PHYRE: Were I in her shoes, I would leave this place. The world has more to offer than a dingy bar in a city that hates you.

…or else affecting how others perceive your motives based on what they can surmise from your legacy, branching their reactions to your choices:

MYSTERY CHARACTER: The Black Hand locked you behind iron doors under Paris, and you only escaped the blade by crawling through sewage. You are no mere survivor. You are the plague rat, the harbinger of wretched misery.

Others still will crop up more concretely in the game world. But now I run the risk of getting ahead of myself, so I’ll wrap things up here. After all, it’s always better to leave a few things unsaid, a little to the imagination…
- Senior Narrative Designer and Writer Sarah Longthorne

6.  In-game screenshot of Safia discussing the Legend of the Nomad..png

Description: In-game screenshot of Safia discussing the Legend of the Nomad.

Process and style of the ending cinematics
7. Test storyboard for the art style by Senior Concept Artist, Jordan Grimmer.pngSmall.png

Description: Test storyboard for the art style by Senior Concept Artist, Jordan Grimmer

Because they begin and end your experience, our intro and ending sequences needed a unique and recognizable look. The True Detective opening titles were a big inspiration and so we blended atmospheric images of Seattle with unique and recognisable shapes from the game.

Our narrative team led by Ian Thomas ideated all the possible Bloodlines 2 endings. There are almost 40 images for all the different ending options in the game. To help, they made a map of all the endings so we could see how they connected, and the concept team used it to create a series of storyboards and select the right images for each ending shot. We had to pick where the endings overlapped in location, event or character to make the parts efficiently.

Some of our shots needed to be flexible enough so we could, for example, swap characters but keep the same environment if different endings were happening in the same place. The cutscenes you’ll see are built from combinations of a few images from those created.

8. Concept Art of the transitional scenes by Senior Concept Artist, Jordan GrimmerSmall.png

Description: Concept Art of the transitional scenes by Senior Concept Artist, Jordan Grimmer

To visualize how to transition between two images and how a static image could be animated, we made some tests and used them as a proof of concept to scope the work that needed to be done for the ending cinematics.

Ben Matthews, Associate Art Director, directed our concept team to create transitions that were like blood undulating and curling through water. All the images are wreathed in soft lighting, so they melt together beautifully with these animations.

Art Direction
As we’ve mentioned, the art direction set its roots in Neo-Noir and the intro and outros are also designed with this light and dark contrast in mind. To give Bloodlines 2 a unique look, we wanted to use red and black combined with blood animations overlaid to add secondary movement and drench the city in blood. Each individual image should be evocative, and this is why our shots aren’t too literal.

We wanted to leave something to the player’s imagination and together with the voiceover it results in an ending cinematic personal to each player, based on their choices in game.

Assets Creation
Creating the ending shots towards the end of production gave us the chance to have access to a vast library of assets from the game. We took advantage of this assembling the ending scenes using the character models and props.

Once the shot was approved our concept artists had to separate each layer in a way that the animators could easily create a parallax effect to bring the shot to life. For example, in the images with a main character plus an environment, the scene happens inside the main character shape, like illustrated in the scheme below.

9. Cinematics making methods.png

Description Cinematics making methods

To draw your attention to the focal points we leant on balancing lights and darks which was important to make the message of each image stand out. Then to give it more life we added secondary motion with snow, blinking lights, or smoke.

Final animation
Motion graphic animation has been done by our studio partner Atomhawk Design Ltd. who worked closely with our Art Department. The concept team provided them with layered images and Atomhawk have animated and timed each shot in sync with voice-over.

Description: In-game video from the intro scene.

To avoid any spoilers, we are not showing too much from the ending cinematics but safe to say you’ll see the faces and places you’ll come to know well. Now it’s up to you to complete Bloodlines 2 and unlock them!
- Michele Nucera, Lead Concept Artist

Customising the Nomad
As we know that you are all hungry for more information regarding the customisation options that will be available in the game, we want to leave you with a confirmation of what will be available to you. You will be able to change Phyre’s gender, hair style, hair colour and outfit. We’ll share more in-depth information about this when we are ready, but to tide you over until then here is a sneak peek!

11. In-game UI of hair selection.png

Description: In-game UI of hair selection.

UpcomingSingle DD24.png
 
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Not to be too blunt, but this method is over 25 years old..? Its an extreme rarity where dialogue is so short that the dialogue option can comfortably fit to the screen. Besides, nobody wants to read walls of text. There's been RPGs where the dialogue option wasn't actually what the character said, but rather a summary of it.
I want to read walls of text. Planescape Torment a quarter century ago had big walls of text with many dialogue options, and it was GREAT. I don't see why that cant be done.
 
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Full dialogue is not rare nor does it require short dialogue, Owlcat Games, Obsidian and Larian studios all use full dialogue and have long dialogue in many of their titles. RPGs where the options are a summary, such as Mass Effect or Fallout 4, are always worse for it and it's usually a major criticism of those titles. I was somewhat surprised to see this game sticking with the dialogue wheel when the original had wonderful full dialogue options, and the industry clearly currently full of praise for full dialogue titles like Baldur's Gate 3.

It is worth noting that none of the three you mentioned; Owlcat, Obsidian and Larian, do voiced protagonists. The protagonist is silent in kingmaker/wrath/outer worlds/BG3/etc. I'm not sure how this affects the game design, but I just thought it an interesting thing they have in common.

Perhaps the voiced protagonist means that there are less dialogue options in general to reduce the work the voice actor has to do, and the lines tend to be longer - which would naturally lend itself to snippets in the dialogue menu.

One thing I agree with 100% though, is that a summary as a dialogue option is a no-go. I want to be sure of what I am saying. The worst dialogue in RPGs is where the character says something I didnt intend because I misinterpreted the dialogue option. I don't think this happens often anymore though, but it used to be a thing in my youth. I think Mass Effect had that..

ps. I also opened up Outer Worlds to check, and remembered why I don't like it. Its too exposition-heavy. As in: its too much "tell" and not enough "show". I find this to be a problem in indie-like games often... Its a shortcut to have just one NPC yammer on about the game world instead of showing the game world itself...

But the amount of text in its dialogue UI is definitely fine.

dialogue outer worlds.jpg


ps. And yes, I consider obsidian to be a small indie developer at this point.
 
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I want to read walls of text. Planescape Torment a quarter century ago had big walls of text with many dialogue options, and it was GREAT. I don't see why that cant be done.
The dev diary linked earlier implied part of their concern was that it would in some way limit the actors. So they think the voiced protagonist wouldn't work if you read what the actor says, before they say it. I don't see how, it's like how subtitles appear before the actor speaks.
It is worth noting that none of the three you mentioned; Owlcat, Obsidian and Larian, do voiced protagonists. The protagonist is silent in kingmaker/wrath/outer worlds/BG3/etc. I'm not sure how this affects the game design, but I just thought it an interesting thing they have in common.

Perhaps the voiced protagonist means that there are less dialogue options in general to reduce the work the voice actor has to do, and the lines tend to be longer - which would naturally lend itself to snippets in the dialogue menu.

One thing I agree with 100% though, is that a summary as a dialogue option is a no-go. I want to be sure of what I am saying. The worst dialogue in RPGs is where the character says something I didnt intend because I misinterpreted the dialogue option. I don't think this happens often anymore though, but it used to be a thing in my youth. I think Mass Effect had that..

ps. I also opened up Outer Worlds to check, and remembered why I don't like it. Its too exposition-heavy. As in: its too much "tell" and not enough "show". I find this to be a problem in indie-like games often... Its a shortcut to have just one NPC yammer on about the game world instead of showing the game world itself...

But the amount of text in its dialogue UI is definitely fine.

View attachment 1246494

ps. And yes, I consider obsidian to be a small indie developer at this point.
I was thinking of games like Tyranny, Outer Worlds is very bad. I barely finished the first planet, and consider it to be one of the worst games Obsidian worked on. I guess it's not Starfield, but that's a very, very low bar.

You are right, voiced protagonists games tend to be more likely to have bad dialogue options. One of the reasons TCR mentioned in dev diary 15 as to why they didn't go for full options, was to allow their actors more room to shine. some people think that players won't be invested in the performance if they already know what the actor is going to say beforehand, but this is silly, plenty of people use subtitles, are they tuning out from the actors? But for me, if the choice is between a voiced protagonist or full dialogue, I would say it should be obvious that you should cut the voiced protagonist. In reality though, this is a false choice, there's nothing actually stopping you having both, and the question of voiced or not shouldn't be about whether you have full dialogue text, but about how many dialogue options you have, how much character creation/immersion you want etc.

Disco Elysium, that's another great full dialogue game.

It's great we have these developer diaries to get into why this stuff happens though, there'd be no real discussion of it at all with many developers unless you trawl through interviews trying to find if they happened to bring it up. Here I was able to ask a question and someone from TCR was able to help clarify really quickly.
 
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Has there been any mention of intended modding in any of the diaries, actually? That might help with one or two things I see as issues but could fix myself.

No mention of modding tools to my knowledge. Although there are a lot of dev diaries spread over a long period of time so I may have missed something.
I suspect their goal is to just get the game out of the starting gates first. Also, mod tools for unreal 5 may not be trivial.
 
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Being rude in games is always an interesting thing, because usually acting like that offers you no advantage, so it's purely for roleplaying. Dev Diary 15 linked by DebbieElla gets into that you will be able to intimidate people, but it doesn't clarify how extreme things get.

That's true. Rudeness in games functions as an element of role-playing, but we are talking about an RPG game. The name itself involves role-playing. Moreover, this option usually generates content itself. The opportunity to be rude in the digital world attracts both YouTube creators and their viewers. It's free marketing. Moreover, if rudeness goes hand in hand with sarcasm, it gives a comic and unforgettable effect, sometimes elevating the game to cult status. Especially if a player can behave this way towards a character considered untouchable.
 
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No mention of modding tools to my knowledge. Although there are a lot of dev diaries spread over a long period of time so I may have missed something.
I suspect their goal is to just get the game out of the starting gates first. Also, mod tools for unreal 5 may not be trivial.
It's Unreal 5. Very low chance for modding tools for Bloodlines 2.

There is a small chance that Witcher 4 will have modding tools thanks to their close cooperation with Epic (same engine), but CDPR needs to do them from scratch.
They can afford it, TCR/PDX probably not.
 
ps. And yes, I consider obsidian to be a small indie developer at this point.
Obsidian is no longer independent. They are owned by Microsoft, just like EA owns Bioware. And they are AAA, not indie.

And in my opinion, Outer Worlds 1 was a mediocre game.

For example, most of these dialogue options you mentioned had no real impact on the game.

It's like that meme about poor dialogue system in Fallout 4:, yes, sarcastic yes, no (but de facto yes) ;)
 
So let me understand: Drac van Phyre is the most aWeSoMe!!1!1 kindred to have ever unlived, a figure so legendary that is involved in all the major historical events and that is instantly recognized by any other vampire BUT at the same time that is totally disconnected from any Vampire politics unitl them wokes up from a 100 years nap with a 'murikan accent, an annoying Na'Vi in their head overexplaining what they just saw and a job as a local pig...

...am i missing something? Because I'm starting to doubt that the studio wrote this is the same that penned "Still waked the deep"
 
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So let me understand: Drac van Phyre is the most aWeSoMe!!1!1 kindred to have ever unlived, a figure so legendary that is involved in all the major historical events and that is instantly recognized by any other vampire BUT at the same time that is totally disconnected from any Vampire politics unitl them wokes up from a 100 years nap with a 'murikan accent, an annoying Na'Vi in their head overexplaining what they just saw and a job as a local pig...

...am i missing something? Because I'm starting to doubt that the studio wrote this is the same that penned "Still waked the deep"

You call that "American accent"?