Lore: Roundtable on direction and depth
October 26, 2025
- @andydirk
- @Galactic_15
- @jyu
- @maloki
- @rachaelrose1212
- @Sp3cialK
- @WarrenGore
- @wwwwwwhale
- @Zing
- @Rora
Focus
- Understand different perspectives on lore within WotR
- Level set and guide future plans
- Roundtable format: share understanding without interruption
- Acknowledge perspectives to set right course
Lore Creation Process
Question: How should lore be created process-wise?
Response:
- Allow for creativity and brainstorming
- Include interaction with others' ideas
- Collaboration with ability to ask questions and draw out ideas
- Feedback loop between teams (game design, art, build)
- Integrate ideas and build lore together
Response:
- Brainstorming should not be limited but eventually focus on specific goals
- Feedback is crucial
- Initiative from other teams, especially game design, to establish mechanics
- Game design should lead in developing systems
- Brainstorming and new ideas still valuable
Response:
- Lore should be primarily led by tasks (similar to other teams)
- Task-based with priorities for what's important
- Identity of Lore has been ambiguous, making suggestions difficult
Follow-Up Question
Anything had been done that fits the ideal lore process description?
No one could provide examples.
Lore in Player Experience
Question: Where should lore exist and how should players experience it?
Delivery Methods:
- Books: Short, digestible, can be found
- Campaigns: Involved story/questlines
- Dialogue: Very small nuggets (less than paragraph), possibly contradictable hearsay
- NPC interactions: Character dialogues, avoid exposition dumps
- Visual/environmental: What player sees or doesn't see, atmosphere, surroundings, events
- Asset design: Weapon/ability creation, hub world tells story
- Minimal written: Tooltips, flavor text, item descriptions
- Sound: Event-based sound effects, music
Design Principles
- Dialogue choices for player could enhance fantasy and allow character projection
- Find happy medium for dropping bits of lore (not exposition dumps)
- Most lore expressed through world itself, not text
- Player experience through what they see, hear, understand from senses
- Focus on past/history rather than how player affects it
Player Impact
- Player's impact on lore difficult to implement from design perspective
- Lore notes could be written from different characters' perspectives (harder to piece together)
Story vs Lore Definitions
Story Definition
- Big story player follows
- Sequence of events player goes through
- Beginning, middle, end with final villain
- Spoon-fed information
- No story means: No two players follow same sequence of events
Lore Definition
- All the bits in background
- History and things around player
- Agreed-upon truths of universe
- Information player may never encounter
- Worldbuilding
Consensus: No Main Story
- Agreement: No main story with defined end
- Acceptable: Side stories that contribute to worldbuilding
- Acceptable: Quest lines with story but no big main story
- Goal: Player's overall story is open ended, they create own story
Story Elements Discussion
- Adding bosses will create story whether intended or not
- Lore being optional means players don't need to know it to play
- Situation surrounding player/character okay, but character shouldn't be defined
- Journey wanderer takes is their story based on what game provides
Milestones
- More skill/gear check to prevent being overwhelmed in new areas
- Necessary to keep scaling unless flat progression
- Can be achievements, not required or hard check
- Goal: Avoid milestones coming across as part of story
Concise vs Detailed Lore
Initial Question
Should WotR have concise or detailed lore internally?
Defining Concise
- Proposal: Keep explanations to around three sentences
- Goal: Avoid creating story, keep lore in background
- Process: Idea → trim down → canonize (sentence or paragraph)
- Helps avoid conflicts with other ideas
- Concise should be standard, but definition needs clarification
Getting to Conciseness
- "Getting to the conciseness is a process"
- Important to allow brainstorming and drafting before making concise
- Canonized lore could include summary and keywords for easy overview
- Target: Short overview not covering more than one screen page
Coexistence Argument
- Concise and detailed lore can coexist
- Organization is key to accessibility
- Internal lore (not necessarily visible to players) is focus
- Most lore written won't be visible to players
Concerns with Current Canon
- Current canon lore condensed into paragraph
- Some find limiting and damaging to foundation of internal lore
- Difficult to work with because lacks connections
- Feels driven by gameplay rather than worldbuilding
- Desire: World and stories come first, inform gameplay (but gameplay should coincide)
Academy of Threads Example
Original Content
Voted on in lore space as ability guild to move forward with:
- 4 paragraphs of lore
- 3 paragraphs explaining Academy
- 3 paragraphs for story
- Included: purpose, values, specialties, membership, hierarchy, symbol, base of operations, reputation, notable people, flavor texts
Consolidation Levels Presented
60% Level: (fuller version in Warren's doc)
30% Level: Surface level anyone can easily read
-
Good for other teams to work with
-
Art team may not need key roles/structure/philosophy
-
Build team has own backend information
-
Each element can still have own entries with more information
-
20%, 10%, 5% Levels: Increasingly condensed
-
14% Example
-
30%: Many suggested this would cover internal use
-
15%: Suggested target for internal use
-
5-10%: What players actually interact with
-
100%: Question raised about purpose if only small portion canonized/seen
Information Level Philosophy
Levels of Lore
- Lore for creation and consistency (Lore team needs to understand everything)
- Team level for internal use (Art/builds don't need to know as much)
- Player level with accessible bits (What players see)
100% Detail Purpose
- Useful for consistency and reference point
- Shouldn't be required reading for everyone
- Canonizing 100% doesn't change that other teams use 15%
- Smaller percentage allows wiggle room and easier interlocking of ideas
- Prevents stepping on toes
Lore as Science (Rora's Perspective)
- Lore and worldbuilding as science
- Should be consistent with itself, especially with peer review
- Lore isn't canonized immediately but goes through peer review and discussion
- Detailed lore necessary for world to grow independently (not just flavor text)
PRISM Currency Example
Breakdown by Percentage
Breaking down currency information (30%, 20%, 10%, 5%) to determine detail needed
- 5% level: What most players will know
- 30%: Provides explanation of unified currency when everyone from different worlds
- All levels (5-30%): Useful for team
Additional Topics
Emerged organically through discussion
Unreliable Narrator Concept
- Story told by people in world
- Their versions may not be entirely accurate
- Characters in world don't necessarily know entire truth
- Doesn't make them unreliable narrators but adds perspective
Player Interpretation and Internal Logic
Principles
- Lore team should define base questions but leave room for discussion
- Invisible internal lore important for internal logic
- Players don't need to see all answers
- Allow players to interpret lore themselves
- Avoid "correct" or "incorrect" interpretation
Internal Structure
- Need internal structure so different bits flow together
- Even if players can't make all connections
- Question: Overarching story or focus on mechanical lore with optional stories?
Story vs Narrative Distinction
Proposed Definitions
- Story: World's own story that doesn't need characters
- Narrative: What player experiences in campaign or quest
- Need definite definitions for "story," "narrative," and "quest" to ensure alignment
Generally Used
- Story for Narrative (has been team usage)
Canon and Non-Canon Discussion
Proposals
- Smaller amount of canonized material with links to larger non-canon ideas in Water Docs
- Question: What's point of acknowledging lore if not canon?
- Challenge: Can't move forward without agreeing on what constitutes valid submission
- Question: Should everything in Academy of Threads be canon or smaller percentage, with rest non-essential/potentially contradictory?
Accessibility and Team Engagement
Considerations
- Accommodate members so they can engage even without time to read everything
- Separate conversation may be needed on making lore accessible to different people
- Not everyone on lore team has time to read long documents
- Organization more important than length for accessibility
Team Alignment and Decision Making
Process
- Team needs to decide where limits are, even if individuals disagree
- Discussions in roundtable format to find commonalities and consensus
- Consider accessibility when making decisions
- Need to decide where to draw line between story/narrative and actual base facts
Narrowing Focus Suggestion
- Focus on one small part at a time to build whole
- Makes it digestible while retaining depth
Next Actions
Discussion Post
- Warren to create discussion post with clear rules of engagement
- Emphasize solutions benefiting project as whole, not just individuals
- Encourage openness to adjusting positions for project benefit
- Post questions for those who missed meeting
Roundtable Reflection
- Aim: Gather feedback without requiring defense of opinions
- Suggestions for future: Speaker list, stage, or muting if necessary
Meeting Notes
- Notes to be shared after meeting
Key Summary
- Process
- Task driven vs creative brainstorming balance
- Detail Level
- Concise (3 sentences) vs detailed internal lore
- 15-30% suggested for internal target
- 5-10% for player interaction
- Story
- No main story with end
- Side stories/quest lines acceptable
- Canon
- What percentage should be canonized?
- Purpose of 100% detail if only fraction used?
- Balance between flexibility and consistency