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Dragonkin: The Banished - Erde-nor

Discussion in 'Game/SP News & Comments' started by RPGWatch, Jun 12, 2025.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Learn more about Dragonkin: The Banished: Erde-nòr:
    [​IMG]

    Behind the Narrative & World Design of Erde-nòr

    Hello Dragon hunters!

    Today, we're giving you a first look at a new biome coming to Dragonkin: The Banished: Erde-nòr.

    Being a volcano region, it definitely tells you a lot already: scorched volcanic wasteland where molten rivers, buried ruins, and the remains of a forgotten stronghold collide.

    Of course, you'll run into new dragonkins you certainly want dead.

    Also, as part of our ongoing effort to make Dragonkin: The Banished a better game each day, we want our DevBlogs to follow that same process and make them more interesting for our readers.

    That's why, we'd like to take you behind the scenes, by not just going to preview the new environments but also talk about the "World & Narrative" design of our game, and the process behind creating the world of Dragonkin.

    So, what exactly Is World Design & Narrative Design?

    Before we walk you through the upcoming biome, let's take a moment to explain what we mean when we talk about "World Design" and "Narrative Design" and how these two concepts shape the player's experience.

    At first glance, they might seem like the same thing, but they serve different roles:
    World Design focuses on the physical space: the design, the layout, traversal, landmarks, and how the world reacts to the player

    Meanwhile...
    Narrative Design is about: the lore, emotional implications & triggers, motivations, context, and storytelling tools used to bring that world to life

    Both of these aspects work together to answer a few and varied questions:

    Where is the player? What are they doing or fighting? Why are they doing this? How is this communicated to the player?

    One of the very first goals of the Narrative Design is to induce a narrative tension in the viewer through curiosity, suspense, and surprise. World Design then works in tandem to shape the environment and create the atmosphere.

    That's the kind of experience many games aim to create and Dragonkin: The Banished isn't an exception.

    In this DevBlog, we'll take a look at how these concepts apply in our game and specifically for that new biome: Erde-nòr.

    [...]
     
    Last edited by a moderator: Jun 12, 2025
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