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Mount & Blade II - Dev Blog

Discussion in 'Game/SP News & Comments' started by RPGWatch, Mar 26, 2017.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Mount & Blade II developer blog has some interesting information on quests and how the relationship system will work.

    One aspect of Bannerlord that featured in the write-up is quests, which is what we're discussing in this blog entry. As a sandbox game, the essential function of quests in Mount & Blade is different to that of a linear or story-based RPG. Our goal is to use quests as a way to encourage the player to interact with the sandbox, and help form the player's relationships in the world.

    As in Warband, completing quests for NPCs will increase your relation with that character. This however, takes on a new dimension in Bannerlord, as that relationship can have a more profound impact on your character, and the decisions you make. As an example, when you go to a town to recruit soldiers, instead of simply receiving a number of local recruits, the town's NPCs act as recruiting agents, or middle men, through whom you receive a supply of troops. The higher your relation with a specific NPC, the greater the number of soldiers they will make available to you.

    This places inherent value on your relationship with a specific NPC, giving you a reason to complete quests for them, and enhance your capacity to recruit soldiers quickly, from a single location. Consider, also, the way this invests you in an NPC's safety and well-being; when that NPC is at risk, so too is your supply of soldiers. This link, between quests and the sandbox, is what provides interesting gameplay, as your character's connection to the world grows, making allies and enemies. In this sense, the impact of a quest is often more significant than the reward it offers.

    A crucial change, in the nature of the quests themselves, is that the majority of quests, in Bannerlord, have multiple potential outcomes. As an example, when a character in a town tasks you with clearing out some thugs, who are occupying a local alley, upon meeting the gang, you are presented with a counter offer: go back to the quest-giver, extort money out of them for questioning the gang's authority and keep the profits for yourself. You can even clear out the thugs, as requested but instead of handing control back to the townsfolk, install your own men in the alley and begin a new criminal operation.
    [...]​
     
    Last edited by a moderator: Mar 26, 2017
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