Moving around your own home city should be no hassle, but in order to quell the rebellion, the king has decreed the city to be split into 6 districts, and only those that have good reason are allowed to move between them.
In the game, every citizen has a pass. It gets stamped by the police for every district where you are allowed access.
Of course, like any other ruler, the King of Mesmer isn’t just going to let some revolution happen on his watch! And there are those under his rule that are also quite comfortable with things just the way they are. Let’s take a quick look at the social organization in Mesmer.
For the people, the king and his ancestors have ruled this land for as long as anyone can remember. Well, at least since those bad old barbarian days, and no one wants to go back to that!
But… There are also some more recent developments to the pyramid of power.
There are those in life who are just way better than others at making people do what they want. But how to express this in games? Today I will go through how we have done this in Mesmer.
Resources and influence are the core of Mesmer, so for us, this system is very central. I will go into the process of swaying individuals today. Swaying the masses is an entirely different animal that I will get back to some other day.
Games are doing far better these days in terms of characterization and dialogue. It used to be that even in games that let you talk to whomever you wanted, they would only have the one single thing they ever said. Today, developers often weave dialogue far better into the narrative, using it to create fuller, breathing storylines.
Hi everyone. My name is Peter. I am project lead on Rain Games new game, Mesmer. I am also the game designer for the project.
With Mesmer it occured to me that over the last one and a half year, we have been working on and building a lot of things that as far as I know have no equivalent in other games. Perhaps this is something that people would be interested in knowing more about?