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Tobias 1102~4Y
I'm still planning everything, but what I imagine at the moment is that skills would be learned either as a result of important plot revelations, or as a reward at the end of a sidequest. With sidequests, I think it's important to give the player something worthwhile and valuable, rather than some junk they can't do anything with (which would make the effort getting it feel like a waste). I think skills would be a great, satisfying reward for players' efforts in a way that learning them from some random item in a chest or shop wouldn't be.
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MarninPL33~4Y
Also, I have a question: lorewise, what's the fundamental difference between light/dark on the new bar and bliss/fear elements?
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Tobias 1102~4Y
Someone who's a protective guardian could be said to be presenting the light side of fear; they're mentally well but driven by wariness of danger. A dark bliss person is a more interesting one to imagine! Perhaps you could say a selfish hedonist, who indulges in pleasure to avoid inner demons, would have a dark mind but a bliss element?

Fear and Bliss aren't Dark and Light, though their colours are the same and most of their associations could be considered similar, so I imagine this is something I'll both have to try to make clear and which will be commonly misinterpreted or debated.

I suppose it could be summed up as the dark/light thing being mental health, how well you're coping with or consumed by your demons, while the elements are the ways in which that health or lack thereof manifests. Off the top of my head:

Courage: bravery/anger
Fear: protection/cowardice
Bliss: love/indulgence
Destruction: weeding/intolerance
Creation: innovation/imprisonment
Sorrow: empathy/depression

Something like that!
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