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Andoran: Prologue -
Non-commercial non-linear open world RPG
Peculiarities of the project:
Freedom
In Andoran one can do whatever crosses his mind and
become whoever he wishes: from a smith to a knight, from
a pearl diver to a vampire lurking in the night, from a
killer to a diplomat who won't take a sword a single
time during the game and will solve all the problems
with persuasion.
Non-linear plot
The story of Andoran consists of plenty interconnected
events. Information is of the greatest value in the
game. The one possessing the necessary information has
the potential to predetermine the plot and to turn the
tide of global events.
Logical madness
What would it be, if the time went mad? Meeting your own
self, talking rats, intertaining fleas, live cheese and
horses walking on the sea is what a player will face in
the Axis, one of the games areas. But things are not as
they seem, the matters will become clear after a while
and logic, though unusual, will replace the madness.
Care for the traditions
We hold strictly to the canons of the original TES lore.
The only pre-condition not from it is the archipelago
itself, the rest is rooted deeply in the Elder Scrolls
history.
Good or evil? The world cannot be
rendered in black and white. Andoran will highlight the
dark side of The Elder Scrolls, where diversely
saturated shades of grey dominate.
Various approaches
Each problem can be solved differently, you just have to
choose the approach, that suits you better. Want to get
an item? You can kill the owner or steal the desired
object. There is an opportunity to penetrate the owner's
house dressed like a guard. A woman with the proper
skill can jolly along the master, and while he is
sleeping after a stormy night, she easily takes what she
wants. What other options? Be ingenious and find them
for sure. A rope and
a sack In Andoran you can bind and
carry away almost every character after having him
knocked senseless or paralized. Besides, the unarmed
fight has regained the option to knock senseless, not to
strike dead. It is up to you, what to do with the
captives. You may sacrifice them to the Daedra,
interrogate them, or ransom their relatives, or maybe
think of something more innovative.
Elaborated and living world
Talk to anyone you like: if you appeal to him, he may
tell you an interesting story that once happened to him,
all the stories are unique! All the NPCs have an
accurately scheduled day plan. They don't gad around,
everyone does his own business. Well, if they do gad
around, then they're having a day off.
Presumption of hitmansense
Murder anyone you want. Only the Daedra are immortal and
return to Oblivion after the death of the shell (you'll have
time to rob that shell though), the rest of characters,
even the quest ones, can be slaughtered, chopped,
poisoned, cliff-dropped, and so on and so forth. They
will die, not swoon.
Attention to detail
Details form atmosphere. For example, gates of a city
are closed at night. Want to get through? There are
several ways, find a suitable one.
The action of Andoran unfolds in the setting of The
Elder Scrolls. The location, where the Prologue takes
place, is the island Andoran, one of the three islands
of the archipelago south of Black Marsh, the native
region of the pangolin-like Argonians. Andoran abounds
with climatic zones and different cultures. Much
attention is paid to the creation of unique places that
will be on the players way. Gloomy caves, rapidly
flowing rivers, lightful grassy glades covered with
flowers, softwood forests, unexpected findings are
designed to arouse the players interest and to entice
him deep into the island. But beautiful scenaries are
not sufficient to create the atmosphere, thats why we
have imlied specific architecture for each city
reflecting its history and geographical position. A city
founded by magicians and a fort-city will expressly
point to what they are built for, and one can easily
distinguish between them. The new music written
specially for Andoran contributes to the atmosphere.
The Andoran Team wants to bring to life an unusual
story, that will force you to make an uneasy chose, to
consider carefully every step you take, and to decide
for yourself, whether some actions or human egoism can
be justified. Well try to make each character a kind of
strong personality regardless of whether hes good or bad
one, as it is impossible to state for sure, if it is
good or bad, that a man is guided by. And indeed do they
exist in their pure form?
Prologue is intended to clarify the players the
major trends and pre-conditions that will lead to the
events of Andoran. During journeys you are off to learn
the rich history of the archipelago - its past, present,
and the large part of the future. Would you be in smb.'s
service, intrigue or carry on independent research while
hiding from annoying world is up to you. In any
case,you'll be always free to implement your final way.
There is no sence in being in a hurry, if you accomplish
the chain of events, more questions are likely to stay
unsolved without getting the answers. You'll have no
choice but face past, thinking over and over it's
mysteries and lost opportunities, knowing that future
has already been predetermined.
The player will be able to accomplish a great
deal of extra short quests, as well as long ones. They
will be interesting stories, funny and sad, requiring
intellect and strong sword. Each of them is designed to
supplement the players perceptions of the island, like
gathering pieces of puzzle together.
Your questions and suggestions
send to
andoran.slag@gmail.com
The game will require a
licensed copy of TES V: Skyrim!
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