So, whats with DB Storyline?


(Glottis-3D) #1

is there any news on that?
and also have an idea - every introduced merc and map with time should push the story forward.
making some twists in the story. that it is not all about mercs, and there is a hidden force, that pulls the strings, and then some kind of SWAT vets get involved from government. and then another bomb is dropped, and we are now longer in the London etc etc.

i mean the game shouldnt be postioned as just another online fps.
good deep story is what can help to hook players.


(.FROST.) #2

I think Brink was supposed to work exactly like you’ve described it. Every new map would’ve brought in new story elements and you would’ve also constantly gotten new Security and Resistance characters as well as abilities.


(Glottis-3D) #3

nice!
too bad brink never lived up to its expectations, and all the better ideas were in vain


(Floris) #4

I wrote a topic about the story behind the factions / mercs / maps, as they are still a bit bland (mostly the teams are just attackers vs defenders instead of the more illustrious strogg vs GDF, Security vs Resistance and Axis vs Allies). Then I decided not to post it because SD will probably add them later. Anyway, it would be nice if SD could tell us more about that, so +1 :slight_smile:


(.FROST.) #5

I could imagine, that we’ll get a more thorough look on DB’s background story in its tablet companion. I mean it’s obviously in some way tied to DB and it has cutscenes with characters that you actually see talking, instead of just hearing them, like in DB.


(k0k0nat) #6

TL;DR

DB Story:
Britian gets nuked, grey containers everywhere, mercenary-police-guys come in with huge mobile vacuum-cleaners and stuff.
Other guys get angry and try to destroy vacuum cleaners and huge fans.


(tokamak) #7

Random Documents and Audio Logs


(spookify) #8

Back when we were talking about map and ideas I said that this game needs a story! The maps need a story and order.

One Thread Here

Map Story Line Thread Here


(.FROST.) #9

[QUOTE=k0k0nat;520427]TL;DR

DB Story:
Britian gets nuked, grey containers everywhere, mercenary-police-guys come in with huge mobile vacuum-cleaners and stuff.
Other guys get angry and try to destroy vacuum cleaners and huge fans.[/QUOTE]

Firstly; it’s called “Dirty Bomb”, which implies London(not entire Britain) fell victim to a “Dirty Bomb”(or a couple of them) and not a nuke, since then it would be called Fallout, or Wasteland. I think it was some kind of terrorist attack, though I don’t remember much more.

Secondly; you’re a killjoy :rolleyes:


(.FROST.) #10

Lol, love the escapist. But seriously, if it’s well done I can live with audios and documents, as long as they are not presented in the most dry way possible. Unlocking concept art with interesting background info/story written on them, or a fully fledged comic, that you’d unlock chapter by chapter with XP, I’d be in for that.

Cutscenes are cool, but you can’t tell too much story with them; the cost/info ratio is relatively bad in comparison to mere documents. And you can really present those in an interesting way. Or maybe a motion comic. Why the hell not, if it’s really of good quality, and fits to the game’s overall style.


(spookify) #11

[QUOTE=spookify;520429]Back when we were talking about map and ideas I said that this game needs a story! The maps need a story and order.

One Thread Here

Map Story Line Thread Here[/QUOTE]

They took bridge out and I am sure there will be changes to it. Last OBJ and possible (hopefully) something to give more paths to the first two objectives. Bridge will be huge in comp play if they get it right! I will say you cant make it to easy for attackers on the first stage there are already a ton of area to cover especially in a 5v5…

BUT please have a storyline! Its really hard to screw up Bridge because forward spawns and side objectives arent really needed with how small the map is. The Progression will take care of all that. Escort, Blow Barrier and steal data cores. Very Straight forward! The Data core run needs to be more epic like ALT bridge. You can take a path through the enemy spawn or a long way. Its that simple.


(tokamak) #12

The maps need a narrative that makes sense so it doesn’t feel like you’re doing randomly attributed objectives.

But that’s different from having a story. A story doesn’t improve the multiplayer.


(.FROST.) #13

[QUOTE=tokamak;520435]The maps need a narrative that makes sense so it doesn’t feel like you’re doing randomly attributed objectives.

But that’s different from having a story. A story doesn’t improve the multiplayer.[/QUOTE]

The narrative connects the objectives on each map together and the overall story connects the maps and everything else together to this one coherent thing called Dirty Bomb; that’s at least how I see it.


(spookify) #14

[QUOTE=tokamak;520435]The maps need a narrative that makes sense so it doesn’t feel like you’re doing randomly attributed objectives.

But that’s different from having a story. A story doesn’t improve the multiplayer.[/QUOTE]

A story and multiplayer are both connected. It might not be a narrative but the progression of the map is the story.

Basically Design --> Mulitplayer

As I have said in my links above the story at the design stage is huge and will push Objectives and map progression. Dirty Bomb feels like they did it backwards and said here are the locations we want and then thought of objectives with now story and just started throwing blocks out and putting objectives at a relative distance from each spawn…

I keep coming back to the same example of train… No real story line or progression. I could see blowing the Gates or messing with that train car that is by the switch OR blowing up the Large Gate in the middle first stage.

I am hoping SD sort of re-looked at the maps and are giving them a type of story line. Drew it out on paper first before just moving blocks around. Echo and that Dust2 creater map software can only do so much and sometimes old school routes are the best.


(INF3RN0) #15

Chapter 1: Once upon a time… pew pew pew pew


(Nail) #16

I’d be interested in how many people actually listened to the story line in Wolfenstein:Enemy Territory, I’d also be interested in how many people knew there was a story to listen to


(Szakalot) #17

Yup, while story is nice (and in W:ET it had the advantage of historical basis), in the end its all about the pew pew.


(Glottis-3D) #18

Change the name to the Enemy Territory: Quake wars and you’ll get quite a big number.
Contamination devices to turn ppl into stroggs, sligpate to teleport to the enemy core base. it all made sense and was i nice addon to the game.


(spookify) #19

I sure didnt but the maps were amazing.

Forward spawns, command posts, back or side Objectives, Capping the flags or escorting vehicles away, radar parts, fuel parts, secret docs and much more.

Its been years since I have played ET but I can still guess the Objectives and what they were. That is the storyline! Each map in ET had a story line and progression.

Dirty Bomb has a map with useless things in it that really dont tie together.

  • You never see the server room in Whitechaple and yet you are delivering an EMP to what appears to be an airport screening check thats the opening to a building? Plus the building explodes! WTF! Plus arent you then taking out the surrounding area’s with the EMP so I would rather it be a hacking of the server or a very small 1 block radius EMP devise.

-Whats the last level in train?

-Bridge OK I guess. Advancing an RV that for some reason the defending team couldnt repair and use for themselves LOL!!!

-Terminal blow and wall and advance. A slick forward spawn would be awesome here and the last stage is “ok” blow up an armored rail car for some reason…

-Dome — I like to think of it as RTCW Base! Radars and what not. If SD combined Rader From ET and Base from RTCW that would be epic!

-Underground I do not get at all. Could be freaking epic but standing in a box is 1980 style objective. Why are attackers trying to blow it up? Is it an ememy base? Doesnt look like one? Is it control over the citys water? Maybe and they want to free it up by doing a kamikaze mission to blow it up and drawn everyone including themselves? What is it!!!

-Crain - Blowing up the defenders means to load rail cars?

I am just saying sometimes simple is better and work with what you already have plus sometime things never chance in war. Radar, communications, secret doc, command and control, food and supply and many more things are still high value targets. EMPs and Data Cores? Hummmmmmm


(Szakalot) #20

[QUOTE=spookify;520447]I sure didnt but the maps were amazing.

Forward spawns, command posts, back or side Objectives, Capping the flags or escorting vehicles away, radar parts, fuel parts, secret docs and much more.

Its been years since I have played ET but I can still guess the Objectives and what they were. That is the storyline! Each map in ET had a story line and progression.[/quote]

Very good point, it all comes down to this.

Its not about Brink-like overarching story (though its nice to have it), its about each objective making some sense. In W:ET it was simple, you had Allies n Axis in an all out war, and each objective fitted some type of war-related theme. Problem in DB is that we have mercenaries who are supposed to extract loot n valuables from London. By what do other people mind? Who cares if a subway gets flooded?

Like Spookify said, its a minor problem compared to each objective being extremely vague. What the hell is in those containers, why does anybody want to wreck a train, who cares what happens to some random EMPable building. I don’t think anybody is asking for a huge background story, but it would definitely make sense to include some context for the particular missions themselves.