Steam installieren
Anmelden
|
Sprache
简体中文 (Vereinfachtes Chinesisch)
繁體中文 (Traditionelles Chinesisch)
日本語 (Japanisch)
한국어 (Koreanisch)
ไทย (Thai)
Български (Bulgarisch)
Čeština (Tschechisch)
Dansk (Dänisch)
English (Englisch)
Español – España (Spanisch – Spanien)
Español – Latinoamérica (Lateinamerikanisches Spanisch)
Ελληνικά (Griechisch)
Français (Französisch)
Italiano (Italienisch)
Bahasa Indonesia (Indonesisch)
Magyar (Ungarisch)
Nederlands (Niederländisch)
Norsk (Norwegisch)
Polski (Polnisch)
Português – Portugal (Portugiesisch – Portugal)
Português – Brasil (Portugiesisch – Brasilien)
Română (Rumänisch)
Русский (Russisch)
Suomi (Finnisch)
Svenska (Schwedisch)
Türkçe (Türkisch)
Tiếng Việt (Vietnamesisch)
Українська (Ukrainisch)
Ein Übersetzungsproblem melden
source? they speak english damnit.
The fantasy world in the Civilization IV mod, published by Firaxis in a bundle of fan-created mods, called "Fall From Heaven II." Why? The world was conceived by its mod creator from their own resource materials generated for a custom fantasy roleplaying "pen and paper" game they were playing. The lore... is beyond "rich" for any video game and the world-building is extremely good. There is also a sort of continuing narrative that ties into play, meaning that the player is encouraged to "become part of the story" that is playing out in the game world.
I like the world in "Sid Meir's "Alpha Centauri"" as well, for some of the same reasons. But, here, it's mostly due to the innovative presentation of a world in a 4X game that not only has a "secret" but one that truly effects the game mechanics. The setting that this game presents starts from a narrative experience in that one is playing not just a "leader" but a sort of narrative "character" dealing with other notable people who also lead factions. This was only loosely done in 4X games before this game, so the presentation is innovative and remains remarkable for that, alone. (Though, those who didn't experience that when it first came out would not likely be impressed. :))
The world of "Dwarf Fortress." I can't describe it without using up all the internet ink. It's not the generation or technicals, but the way that the "random" generation works to present what happened behind the scenes of the generation to the player in a narrative way. With "words" the game creates a pre-history. But, these notable events and characters are preserved so that they can have an impact on the player's experience, making every playthrough and many encounters in every session very "unique."
Just because I like the way Typhon DeLeon says it.
The Pale is an awesome concept, I've never seen anything like it in other media.
The made-up terminology is also top-tier, and memorable.
The lore is defined enough to create a picture of the world and it's characters, but vague enough to leave room for interpretation, though never annoyingly so.
It's issues are the same as our own world, yet they're handled with a subtlety that you don't see in ours, nor any other media.
It's peak.
Not really for the lore or anything like that, but just because it’s the world I’m the most familiar with and have spent the most time in.
I don’t need the map at this point, I know how to get anywhere just off memory of the geography and teleportation options.