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Found 5 results

  1. Hey all! What if we had quests/mini quests in the game? I know narrative is coming in 1.0, but I have a few ideas that might be good to add: A. Use the zebra balls as ancient pods that would contain archaeological relics/relic fragments, or map fragments, or lore messages/items, depending on which type of ball we find (I've seen striped, checkered and dotted balls so far). Contents would be RNG, and the only way to open the pods would be through the research bay. Archaeological relics/fragments should be unique to each planet, and they could be tradeable for materials, technolo
  2. My sister and I bought Astroneer around Christmas of 2016 and absolutely adore it. She still goes back and plays it rather frequently, and I've joined her a couple of times, though I've found myself less engaged by a lack of things to "do". I'm excited by the roadmap, and like what I've seen about player homes and customization. I think being able to make a mark on the world that I'm proud of would be a big boost to the galaxy of Astroneer. I'm sure you'll do wonderfully with that. My suggestion is less related to that and more related to narrative experiences in Astroneer. My three ideas
  3. Just what the title says. What are YOU looking for in the story/narrative/missions of Astroneer? I'm thinking the "Go here/Find this" style missions will be there. The "Mine 'x' amount of (mineral/ore)" as well. Those are old standbys. But what could be added that would be something completely different? Maybe tracking down another Astroneer? I know THATS cliche as well but I always liked the chase. So yeah. Spill your brain here! I'm curious about what the community wants.
  4. I know it is WAAAAAYY too early to be talking about the story. But I had an idea that I didn't want to forget. So here you go. If it is possible, when you get to making a narrative, it would be cool if the player could choose from multiple narratives or even choose a path within the narrative. Such as choosing the part of the story they will play. This could give a narrative with more open ending. But also be a driving force for replayability when the game feels finished to the player. Also adds the possibility of new stories to be added later as DLC. Just some thoughts from a
  5. I noticed on your roadmap blog post no mention of emergent gameplay. Seems to me many of the bullet points there relate to that, and the balancing of the differentials under each topic might be ultimately related to emergent gameplay. Yet I see "narrative" listed. Where do the devs fall on this? Emergence or narrative?