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Developer Diary #26: The Masquerade of Seattle

Hello Kindred,

Last time in Dev Diary 18 (“Building Our Seattle”), we walked through the streets of our Seattle, exploring its foundations and the world you’ll navigate. Tonight, we’re diving deeper into the city, its inhabitants, and the rules that keep everything in check. These rules—the Masquerade—aren’t just a suggestion; they’re the law. Break them, and you might find yourself on the wrong end of a court assassin’s stake.

Description: In-game video of when you break the Masquerade, the Scourge will stake you.

The First Tradition: The Masquerade
“Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood.”

The first tradition is the only one universally respected, but also the one that is broken most often. A sloppy feeding with witnesses, a vulgar display of undead might, a confession to a beloved mortal. These things happen, but Kindred are expected to clean up after themselves, or there will be hell to pay. The crime-world code “snitches get stitches” doesn’t even begin to describe how seriously both the Camarilla and the Anarchs take the Masquerade. In the age of YouTube dares, clickbait, and fake news, a Masquerade breach is easily overlooked by the masses, but any transgression can end with a black ops team kicking in a haven door. Only the craziest of Cainite superiority fanatics dream of an age where they can rule openly; the rest have faced reality – the undead fare better as parasitic powers behind the throne than as great predators or infernal lords of human dominions.
-Vampire: The Masquerade - Core Rulebook (5th Edition)

Description: In-game video of as a Tremere, you get the passive perk of bodies dissolving.

Masquerade Mechanics
In the World of Darkness, the Masquerade refers to the efforts made by Kindred to conceal their existence from humanity to ensure their survival. This secrecy is vital, as widespread knowledge of their existence would likely lead to a catastrophic response from humans, ultimately resulting in the destruction of Kindred society.

The Masquerade is enforced by the Camarilla, particularly in Seattle, under the authority of the Sheriff. Violations of the Masquerade, such as using supernatural abilities in public, are met with severe punishment, including exile or final death.

In Bloodlines 2, you must maintain the Masquerade. Failure to do so will result in a swift stake through your heart. To help monitor your actions, there is a Masquerade meter at the top of the screen, consisting of two key parts:

  1. The Eye Symbol: If the eye is open it indicates that someone is currently watching you. It is best to perform vampiric activities out of sight of human witnesses.
  2. The Bars Around the Eye: These bars fill up when you are caught committing acts that breach the Masquerade. The progression of the bars occurs in three stages:
    • Upheld (Green): Minor infractions, such as being seen jumping abnormally high or running too fast. Avoid repeated minor breaches, or the meter will advance to the next stage.
    • Caution (Orange): Triggered by excessive actions, such as feeding, using violent abilities, or accumulating too many minor infractions. At this point, humans become suspicious. If someone witnesses your crime, they may report it to the police. You can deal with the witness directly or avoid the police. Using an ability to make witnesses forget what they saw can be an effective strategy.
    • Engaged/Broken (Red): At this stage, the police are actively pursuing you. You must break their line of sight immediately. If the meter fills completely, the Camarilla will take decisive action to end your activities swiftly and mercilessly.
Maintaining the Masquerade is critical for survival in Bloodlines 2. Stay vigilant and avoid unnecessary risks to ensure you remain under the radar.
-Project Design Director Jey Hicks

Description: In-game video showcasing the Masquerade meter through red, orange, and green phases.

Phyre’s job as Sheriff
As Sheriff, the Nomad has a duty to keep the peace, that includes stamping down on any outside attempt to breach the Masquerade.

With the Court's control of the city in jeopardy, other factions are starting to let the chaos bleed out from the alleyways and into the streets. The Police, under the thumb of the Camarilla, are a reactive force, not a preventative one, when it comes to kindred affairs.
From a gang causing trouble in a graveyard to an outright assault on one of the city's most public places, groups like the Anarch's can sense the rift among those in power and leap to action.

Throughout the journey of the Nomad, the risk of exposure grows and grows. We wanted quests that take place in the city to feature bursts of violence and disorder that require the Sheriff's undivided attention. Quick thinking will be required as much as discreet tactics. The Nomad must restore order, outright crush the enemies of the Court, and perhaps, find new allies.
-Junior Level Designer Jack Goddard

Description: In-game video of Phyre watching thin-blood NPCs fight police NPCs.

Districts of Seattle
Hey, Bloodlines fans! Let’s talk about our Seattle. We’ve split it into five districts: Uptown, Downtown, Chinatown, Financial, and Industrial. Each one has its own vibe, quirks, and dangers. This city doesn’t sleep - and you’ll be hunting at its heart.

All districts connect into one seamless space. No unnecessary barriers in between them to break your immersion. You’re free to roam, stalk, and keep the Masquerade intact. From alleyways to rooftops, it’s your playground - or hunting ground. Just don’t let the locals catch you doing something “unsightly” unless you want to be hunted by the authorities.

Each district is distinct. Uptown and Financial have skyscrapers to trunk around while Downtown is packed tight and alive. Chinatown glows with lanterns and secrets. Industrial is raw, with warehouses and factories. These layouts shape your experience and strategy.

map.png

Description: An in-game screenshot of the map in Bloodlines 2 (without the game interface).

Key locations fit each district’s theme, from a shadowy pawn shop in Downtown to a bustling nightclub in Uptown. The deeper you get into the story, the more locations are revealed and open for you to explore, drawing you further into the city’s secrets. And yes, there are familiar Seattle landmarks too. But this isn’t your postcard city. It’s darker, tailored for vampires. Sorry, no Space Needle views - unless you’re looking for a long way down.

Seattle’s districts are more than a backdrop - they’re alive. Hunt recklessly, and you’ll feel the heat. Play it too safe, and you’ll miss what’s lurking. Balance is key in this city of shadows. See you out there.
-Lead Environment Artist Michael Genesis Asis

Social feeding
We’ve touched on feeding in the city before, but what does that actually mean? As Phyre, you’ll have plenty of opportunities to feed, but within the city, feeding expands into a broader set of options. Let’s explore them.
One of these options is social feeding. This differs significantly from feeding in the heat of combat - where the act is often aggressive, violent, and purely a means to an end. Social feeding, on the other hand, is more intimate. It’s an embrace rather than an attack. For me, it was important that social feeding felt distinct - not only because it’s generally more rewarding for Phyre, but because it requires the player to consider who they target, where they strike, and how they go about it. These feeds take longer, are more deliberate, and demand a careful approach.

Description: In-game video of an NPC being lured into an alley for a feed that breaks the Masquerade.

Since social feeding is both an embrace and a higher-reward action, we always kept in mind the need for strategy - stalking prey, setting up the right situations, and, most importantly, avoiding discovery. If a civilian catches you in the act, they will run to report you to the nearest police which will lead to conflict and combat, often resulting in a breach of the Masquerade which can quickly escalate into all out violence. I really like this risk and reward system that social feeding offers which you just don’t get from combat feeds.

Whilst there are many ways to manipulate the civilians of Seattle, conversation or raw intimidation to name a few I personally like to lean into my vampiric abilities to put civilians into a relaxed state where I can freely feed on them in a secluded alleyway - it's one of the perks of playing as a Ventrue.

Speaking of alleyways, the Seattle of Bloodlines 2 isn’t just a hunting ground - it’s a city rich with personality, distinct districts, and a diverse population. As you explore, you’ll come across different districts, each with its own unique feel, look, and feeding opportunities. Chinatown is bathed in neon light, bustling with nightlife, while the Financial District is a prime spot to find business professionals among the high-rises. The homeless can be found in most districts, but Downtown is home to entire encampments. Understanding where to find certain civilians can be key to mastering social feeding - after all, the tactics you use on bikers outside a bar will be very different from those you employ on shoppers in Uptown.
-Lead Game Designer Gavin Hood


Description: A community show by TCR that talks to the environment artists.

UpcomingSingle DD27.png

Description: Up-coming Dev Diary Image.
 
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A dark reflection?

What does that even mean?

Actual Seattle is darker than this. We have hordes of annual tourists coming through literally one block from some of the worst poverty that you can imagine, while giant glass buildings are built to house the tech bros overhead. Like if you can't get as dark as reality, how are you supposed to make a dark reflection?
 
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As a Seattlite, that ain't Seattle.
Well, to be fair ... that much was clearly stated even from HSL ...
There will be used some landmarks and regnizeable places, but according to plan, that was allways it.

After all, even Bloodhunt (wich had awesome map btw) had same "problem". :)
You recognize landmakrs, but everyone who spend at least one day in Prague knew it looks differently. :D

Not as bad as Spiderman homecoming tho ...
Wich had scene that was supposed to be Prague, it was shooted in Liberec, but it looked awfully like some cheaper Venice. :D

A dark reflection?

What does that even mean?
From setting perspective?

Have you seen/read Sin City?
Its something like that ... take anything negative about human existence and double it ... take anything positive and divide it by two ... then add some supernatural being that are using mortals as puppets in better cases, toys in worse, food in both ... and that is it.

I believe it was even said in some sourcebook, that in World of Dakness feeling of hapiness is quite rare and people often cant shed omnipresent feeling of some unidentified dread.
 
Feeona, can you please mark the 1 minute clips within the dev diary "private" (visible by anyone who has the link), so they don't show up in people's youtube feeds without context. They obviously will still appear in the dev diary that way.
They seem to be causing some negative reactions in discord because of their shortness and lack of context.
We'll have a look into it but I can't promise any changes at the moment.
 
It looks very very good.

However, questions arise. What if the player escalates the violence and continues to carelessly break the masquerade after reaching the maximum. What if we decide to murder the hunters chasing us? Will the characters we meet in the game behave differently towards us after our festival of violence ends?

For example, during a break between tasks, the player jumps to bite someone, leaves the body, covers the player's civilian and runs to notify the cops (by the way, don't these people have mobile phones?). The player chases the guy but fails to kill him so he runs into him and the cops. He decides to remove all the witnesses and deletes the entire group, but this only draws the attention of more civilians. And as you described, chaos breaks out. The Anarchs run out and the slaughter begins. After some time, hunters appear with stakes and dangerous weapons. What if the player massacres them all and continues to spread destruction? If he stops and returns to a "safe" place, will the npcs react at all to the fact that the sheriff, instead of keeping order, carried out a massacre in the middle of the city and fled the scene, leaving a pile of corpses behind? Or will Camerilla send other vampires after you? What if we kill them too and decide to respond to Camerilla's violence with violence? We know where he resides. After the escalation, can we move on and try to massacre Camerilla for coming after us?

One of the videos shows what happens when things start to get out of control. I could explain it but I think it speaks for itself. :)

As for your other thoughts, remember that Phyre is weakened by The Mark and Seattle's landscape right now is starting to churn...
 
Also Uptown Seattle is lower Queen Anne, which is also home to the space needle.

It's a decision for sure to not include the most recognizable landmark.
As far as the space needle is concerned, it's a protected landmark so although I'm not a lawyer and I don't know the details, I believe there are limitations to how much anyone is allowed to use it as a landmark in anything.
 
One of the videos shows what happens when things start to get out of control. I could explain it but I think it speaks for itself. :)
I hope you dont mean that video where person get blown to pieces and nobody reacts ... few seconds passed and then they start runing around like headless chickens ...

Then protagonist climbs some pipe to the roof ... waits few seconds ...
And everything is back to perfectly normal as if some person was not just exploded to bzillion pieces. o_O

Bcs honestly ... yes, that speaks for itself ... just not possitively. :-/
 
I hope you dont mean that video where person get blown to pieces and nobody reacts ... few seconds passed and then they start runing around like headless chickens ...

Then protagonist climbs some pipe to the roof ... waits few seconds ...
And everything is back to perfectly normal as if some person was not just exploded to bzillion pieces. o_O

Bcs honestly ... yes, that speaks for itself ... just not possitively. :-/
No, the video where you get staked.
 
I thought it was very clear: The high masquerade breach is a timer, and if you haven't de-escalated within that timer you just essentially die (you are staked - same effect). There is nobody you can fight against, its just a hard limit. The "scourges" in this case is just a name for the hand that stakes you in the animation.

This is fine with me, because an open map necessitates some method of keeping the masquerade under control. Its the gradations toward the hard upper limit of chaos you cause that is the interesting part. How long is the timer, how many police come after you, and so on. I hope its not too tight, considering we are expected to feed on the streets, and these kind of games have a danger of a domino effect in escalation. Games like GTA5 can show this easily. Once you get that first wanted level, its super easy to keep going even if you dont intend to.

In BL2 however, apparently we can escape to the roofs or sewers somewhat easily to cool off the wanted meters.

I would also like to say that masquerade in the streets was never an issue to me in Bloodlines 1. It was super easy to avoid, and since there were blood dolls you feed from in bars, I almost never had to resort to feeding in the streets past the start of the game and that one guy whose car had broken down.
If this is true, I withdraw my praise for the demonstrated system. Games should give the player opportunities, not timers. If, after exceeding the masquerade limit, a magical hand with a stake appears even though the player's back is against the wall, it is a cheap trick used by the creators to avoid creating a system that the player could abuse. Meanwhile, when creating a game, you should first of all anticipate the possibilities of abusing the system by players and reward them for discovering these possibilities, e.g. with hidden achievements. For example, instead of the invisible hand (animation), I propose introducing a system modeled on the GTA series.

So first the police are chasing us, then anti-terrorist units, then hunters and finally Camerilla. However, the player should be able to massacre all of them, but this would mean exclusion from the vampire community and permanent hostility of the NPCs, which would result in the cancellation of all quests. However, the player should still be able to continue the war on the world as long as they can or do not reach the population limit in the Net. Here, I suggest following statistical data, i.e. 755,078 NPCs to kill. After reaching this number, the game should display an ending cinematic in which it would be said that Siatle has become a ghost town, Camerilla must struggle with a future in which people know about the existence of vampires and actively hunt them, while the Nomad who weaged an open war between humans and vampires has not been heard of.

I would also add an achievement on steam like "just kill them all" or something like that.

This is how a developer with style and heart for the game comes out of a similar situation.
 
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I think the staking mechanic is solid. It's simple, but as a TTRPG GM (Storyteller in this system), at a certain point, that -is- the end result of severe Masq breaches. None of this nonsense Player Character Plot Armor/Respawn/Health Regen stuff. If you screw up badly enough in the WoD, it's the stake. And then the sun or a pyre.

Sure you can build a campaign around some nutty players trying to get themselves offed by clumsily, repeatedly blowing up the Masquerade, but why? Not really the World of Darkness esthete.

This is a nice, brutal shortcut to the fate of those Kindred that just won't get it. Even Elders.
 
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Who is powerful enough to instantly stake a 400 year old elder Sheriff without a fight? This happens even toward the end of the game when our powers are fully unlocked?

Im not too bothered bc it makes sense as a game mechanic, but for immersion's sake, im wondering how this is possible.
 
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Who is powerful enough to instantly stake a 400 year old elder Sheriff without a fight? This happens even toward the end of the game when our powers are fully unlocked?

Im not too bothered bc it makes sense as a game mechanic, but for immersion's sake, im wondering how this is possible.
That's a good question, actually. I would suggest another, more-powerful force. A recently-awoken Elder is powerful, but there are lots more powerful. Gen or two lower and older, or just older and active most of that time could do it. Variety of WoD entities could do it. Any vamp with sufficiently higher Obf than Nomad has Auspex would get the jump, although execution might be a challenge.

Guess it depends on what this "Scourge" is.

Does make the point that outside the Beast, no Elder of that age, even napping a lot of it, would be this stupid and still extant. Anyone that careless or dumb is unlikely to make it to Year 2, never mind Year 400.
 
This is a fringe scenario that is not supposed to happen. Phyre as an experienced elder obviously knows the masquerade must be upheld. I find it silly that people get worked up over this. Staking mechanic is fine for a situation that we probably never see.

I am much more excited about the map and its implications.
 
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Who is powerful enough to instantly stake a 400 year old elder Sheriff without a fight?
At tabletop? ST ...
In videogame? Developers ...
In character? Anyone who would surprise them ... they seemed surprised enough to me. ;)

I mean what else could happen? :D

Would you expect Kaine himself to Smack us into a line ...
Or giant finger reaching from sky any squashing us like a bug?
(Wich was official interpretation of God from some older tabletop game ... not sure if WoD, but quite hilarious imho)
 
Feeona, can you please mark the 1 minute clips within the dev diary "private" (visible by anyone who has the link), so they don't show up in people's youtube feeds without context. They obviously will still appear in the dev diary that way.
They seem to be causing some negative reactions in discord because of their shortness and lack of context.

We'll have a look into it but I can't promise any changes at the moment.
You wouldn't want to set them as "private" as then no one but the channel that posted the video can see it. I think Azar is thinking of the "unlisted" setting, which is the one that allows anyone who has the link to watch it, but it won't be displayed on channel's page and YouTube won't recommend it.
 
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While the animations and AI reactions still seem a bit rough and unpolished (hopefully these will be improved before launch), I'm really liking what I'm seeing in these short gameplay clips. This is what I've been waiting for; more gameplay videos. Dev diaries discussing ideas, themes, and ambitions for the game can be interesting to read, but I've seen too many games at launch fail miserably at achieving the ideas and aspirations the devs expressed prior to release. Looking forward to seeing some longer, more substantial gamplay videos as we get closer to release!
 
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I mean what else could happen?
I've been thinking about this, because narratively, it really makes no sense that there'd be someone this powerful around and not do anything else but just sit around and poke you to death ... I actually think just fading to black and a message of some "You failed the Masquerade" type would be better; bonus points if it's got a little vignette that perhaps explains how thinks went south because you messed up everything for everyone in context of where you are at the game ^^#
 
I've been thinking about this, because narratively, it really makes no sense that there'd be someone this powerful around and not do anything else but just sit around and poke you to death ...
Maybe ...
Or maybe this person is not sitting around waiting to stake you ... there is just many kindred around, they all are wielding stakes on them "in case" ... and you just gave them an oppourtunity.

I dont claim that i know all tabletop rules ...
But i have feeling that age alone dont necessarily makes you omnipotent, especialy since the whole premise of this game is that you are elder by name only ... bcs after all, you have no domain, no subordinates, no real power (saped out trough that mark on your hand), no knowledge about your suroundings (since you are from Europe), no allies, no experience (since you are from 200y ago), and no resources to spend. xD

I actually think just fading to black and a message of some "You failed the Masquerade" type would be better
I dunno ...
I kinda liked that scene in Bloodlines where if you broke the masquerade, Sheriff cut your head off. :D

bonus points if it's got a little vignette that perhaps explains how thinks went south because you messed up everything for everyone in context of where you are at the game ^^#
Oh this i like!!!
 
I've been thinking about this, because narratively, it really makes no sense that there'd be someone this powerful around and not do anything else but just sit around and poke you to death ... I actually think just fading to black and a message of some "You failed the Masquerade" type would be better; bonus points if it's got a little vignette that perhaps explains how thinks went south because you messed up everything for everyone in context of where you are at the game ^^#
It was said back in dev diary 8 that if Phyre crosses the line, she is hunted by the city's Scourge.

The Scourge is a person in a Camarilla city who is usually tasked with assassinating illegal vampires (caitiffs, thin-bloods, wights, etc.). In this case, the Scourge has been dispatched to bring down a rogue Sheriff.
 
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