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Page 506
As the video loads.
Time has returned to the previous option.
This time, Nakamura directly chose the second option.
But what surprised him was.
After he chose the option that he was not a messenger sent by God.
Joan of Arc ignored him completely after hearing this.
Instead, they shouted loudly.
“I knew God wouldn’t abandon us.”
He then led a large group of people to kneel down, shouting that a miracle had occurred.
Because of Joan of Arc's initiative, the soldiers' cheers seemed even more enthusiastic than before.
The story returns to the camp.
At this point, the plot changed.
Joan of Arc begs the protagonist to disguise himself as a messenger of God and help her.
"But isn't that lying?"
Joan of Arc visibly blushed when faced with this question.
She did not answer the question directly.
But replied.
"The French people need you."
~~~
【Wow!! Jeanne d'Arc is so cute!!!】
She must have been conflicted at that moment.
[Spark actually made a shy face! That's amazing!]
No, no, no, I don't think it was shyness, but rather because of lying.
Wow, this character suddenly feels so real! Although he doesn't want to lie, he blushes because the French people need a pillar of support, so they ask others to lie.
I have a feeling that the previous option was the correct one.
[Exactly! I want to see what happens after the first option!]
Online players began to continuously refresh the chat with comments.
And the topic they discussed was indeed the core of Spark's entire first act.
Unlike many anime-style games that haphazardly pile up their storylines, especially the opening scenes, every game by Spark has a clear objective in its opening sequence.
The entire prologue is designed to showcase the story of the player and Joan of Arc.
This first act primarily lays the foundation for the character of Joan of Arc.
It's like dating; besides looks, you also need to see if the girl's personality is compatible before you can decide on your next steps.
So, in this area.
The purpose of the plot is to showcase Joan of Arc's personality as quickly as possible.
In many completely fictional games, this step requires a long setup.
However, within the FATE framework, it becomes much simpler to implement.
After all, strictly speaking, FATE is a historical fan fiction.
Its core selling point is the interplay of history and reality, fantasy and magic.
Specifically, regarding the roles...
There are even more directions to shape it.
Speaking of Jeanne d'Arc alone, there's the historical Jeanne d'Arc, the Jeanne d'Arc in different Fate IP works, and the Jeanne d'Arc in FGO, all of whom bear the name Jeanne d'Arc.
In reality, they are completely different entities.
This isn't just about Joan of Arc.
Because the Fate series is so vast, the characters in this huge collection are constantly changing along with different storylines. Even in Fate/Zero, quite a few Fate fans feel that Saber is too out of character (OOC).
A chaotic character design can be both good and bad for the entire IP.
Even on a broader scale, specifically referring to Fate, when Kinoko Nasu decided to co-create Fate with many other authors, this chaos turned from a bad thing into a good thing.
The characters serve the plot, allowing each FATE work to be developed freely. Once a work becomes popular, it is incorporated into the IP.
For example, after Fate/Zero became popular, many of its character designs were used in other works.
At the same time, if a work is poorly received, it can be easily turned into a black mark on history and cut off from the record.
Of course, that sounds rather pragmatic.
Chapter 72 Historical Fanfiction
In conclusion, for the Destiny Trails project team, and even for Mushroom himself.
Having no restrictions on creation is definitely a good thing.
This is why many people always say that mushrooms like to eat books, because mushrooms themselves may not even perceive books as such.
For Mushroom, it's like he's written a serialized novel of millions of words; the general atmosphere has become muscle memory, but if you ask Mushroom himself about many details, he probably won't remember them.
Based on this situation...
Lin Li and Mushroom were already committed from the beginning.
"Destiny's Trajectory" focuses more on the concept of "historical fan fiction".
The core of the game is to lead players to different historical moments and let them witness different worlds.
This is the background of the prologue.
This is the story before Joan of Arc became a Heroic Spirit.
Therefore, the production team and Mushroom communicated multiple times regarding the character design.
Intelligent, devout but not blindly loyal, loving the people, gentle, righteous, a young girl, exceptionally calm in the face of military affairs, and inexperienced in love—these labels were incorporated into the character's setting.
Labeling characters is not actually a plus in the creative process.
For example, Mushroom kept complaining after seeing this system.
However, for game creation, tags can better unify the copywriting.
This system has been running within Spark for some time now, and the results have been consistently good.
The kernel logic is as follows.
The main storyline is usually written by several creators, but it's impossible for the main creators to write all the plot points related to a character.
Furthermore, once a game development team reaches a certain scale, the main storyline is unlikely to be written by one person; multi-person collaboration becomes the norm.
The main purpose of tagging is for collaboration.
It guarantees that, at least within the same game, the character will not fail.
At the same time, there is a lot of work that needs to be done in conjunction with the copywriting team throughout the game development team.
The art directors, set designers, animators, motion capture actors, and scriptwriters—these people didn't have the time or energy to read through the entire main storyline.
Therefore, this tagging system also allows these departments to quickly align their granularity, preventing them from creating content that completely deviates from the main storyline.
~~~
Let's return to the topic and start with the prologue to the entire trajectory of fate.
The plot is not complicated.
The broader context is the era in which Joan of Arc lived, which was during the Hundred Years' War between England and France in the Middle Ages.
Regarding the goals of the trip.
Fate/stay night incorporates some of the settings from Fate/Grand Order (FGO).
In FGO, players must undertake missions to restore human order at Chaldea, an organization dedicated to ensuring the continuation of human order.
Simply put, it involves traveling to various singularities to repair the distorted history.
And the fate trajectory also continues this setting.
This design is indeed very suitable for chapter-based turn-based games.
It is also very suitable for FATE, a game that uses history as its stage and historical figures as heroic spirits.
Of course, they are completely different in terms of presentation.
Take the prologue mission as an example.
The plot is divided into two core elements: the progression of events and the progression of emotions.
First, let's look at how the event unfolds.
The story unfolds in three acts.
[First Encounter]
In this scene, players will follow Joan of Arc and experience her arc in history.
The specific date is April 29, 1429, in Orleans.
At this time, Orleans had been besieged for four months, and the troops were exhausted and demoralized.
Players will break through the defenses alongside Joan of Arc and enter the city of Orléans, watching her parade through the city with her banner fluttering in the wind.
During this phase, as players follow Joan of Arc on the offensive, they will discover that the world has clearly been mutated, and the enemies, namely the British faction, include some monsters that are obviously demonic.
This is a hidden clue.
Players can explore why these monsters appeared and why they are in the British camp.
Of course, because it's the prologue.
Therefore, it doesn't matter whether the player explores this side quest or not.
The main focus of the entire "First Encounter" event is to showcase the epic scale and atmosphere. The battles and side quests are primarily for educational purposes.
Although turn-based game tutorials are not actually complicated.
After the first act ends, we move on to the second act, which advances the events.
【friend】
The victory at Orleans brought about a turning point in the entire war.
Immediately afterwards, Joan of Arc persuaded Charles VII, who was then the crown prince, to break through enemy-occupied territory and attack Reims to preemptively crown the king.
Here, players will also learn some information about Joan of Arc's history.
For example, at this time, the French king's position was vacant due to a series of historical events, and the British took advantage of this loophole to also have a right of succession.
If a puppet from Britain were to be crowned King of France, France would be doomed.
The prologue to the entire trajectory of fate is also based on this point in time, when a strange force appeared in Britain and many monsters appeared on the battlefield.
Without the help of other players.
Joan of Arc was unable to break through enemy-occupied territory as she had in history.
If the King of France could not be crowned, history would undoubtedly undergo a major change.
Here, the player is essentially a history reviser.
He helped Joan of Arc kill the monster, led the army to Reims, reclaimed the French inheritance, and thwarted the Englishmen's plans.
Finally, we arrive at the third stage.
The Birth of Heroic Spirits
The third phase began when Joan of Arc proposed to the French king that the army's objective be Paris.
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