Lore is sometimes what you could call a backstory. It’s the history of a story that you’re about to tell. So, something that usually happened offscreen, or something that’s happened before a story starts, that sets expectations for a storyteller. It’s such a challenge, and it’s a fun challenge, to create content, specifically narrative, As the entire franchise is growing, with multiple games, board games, books, all sorts of exciting things. And trying to keep all of these things together, that’s the tricky part. So what we do over here, when we introduce a new mob in Dungeons, How does that reflect in another game, or in another book, or could we ever bring it back to Minecraft? The biggest connection between Vanilla and Dungeons is in the mobs, obviously, that we brought in from Vanilla and translated those gameplay behaviours to a Dungeons context. The focus always when taking a mob from Vanilla is trying to figure out how does it fit in the Dungeons context. In Dungeons you have a clear enemy, right? You have the evil Arch-Illager, and you’re playing the game to defeat him. How do you go about that? How do you set up an interesting narrative, game mechanics-wise, series of challenges? When we started making Dungeons we knew that we needed to focus on the Illagers, as sort of the main antagonistic force of the game. But since we’re not telling the story of the players but we’re telling the story of the world, we needed some sort of emotional centre in the world to hook onto. And that’s sort of when we had the idea of the Arch-Illager, He could be an emotional core for the story and something that drives it forward. He became the Arch-Illager when he obtained the power of the Orb of Dominance, but before that, he was a misfit illager, who couldn’t fit in a normal Illager society, and found this power within a mountain. So when I write I always try to be as free and open to ideas as possible, I try not to censor myself, or to sort of critique my own work as I’m writing. I try to leave that to later because you never know where a good story or a good character is gonna come from, unless you really allow yourself to be open, open-minded, when writing. The most challenging aspect of developing lore for Minecraft Dungeons was the same challenge we all had, Whether you were working on story or game design, or art, or sound, or whatever – it’s just the legacy of Minecraft, and how many players play it and enjoy it and love it intensely. And you don’t want to ruin that, you don’t want to spoil that for people. So, to keep the Dungeons story sort of growing over time, we want to continue to add stuff to the game, obviously. And Dungeons has a bit of a narrative, it’s not super deep, super complex, but it does continue and grow, and there is a sense of progression for the player. So we’re really looking forward to adding more to the narrative of Minecraft Dungeons, and doing this together with the community. There’s a lot about the ending that I like, the ending of Minecraft Dungeons. Hopefully, players are going to walk away from it feeling like they did the right thing, And it’s not what they expected they would be doing. One of the biggest things it does well is setting up where we’re going next in the story, and in the things to come in the future. I hope the ending will make viewers happy. That’s the biggest thing I hope for. I hope it will make people feel like they did the right thing, as heroes. Video Information
This video, titled ‘Minecraft Dungeons Diaries: Lore’, was uploaded by Minecraft on 2020-03-20 16:00:20. It has garnered 962500 views and 29407 likes. The duration of the video is 00:05:09 or 309 seconds.
Minecraft Dungeons is a new action-adventure game set in the Minecraft Universe. In the final episode we’re taking a close look at the lore, which is the game’s backstory. Find out what introducing a new mob in Minecraft Dungeons means for Vanilla, what (or who!) the main narrative driver is, and which part of the story is the team’s favorite.