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	<title>Stormwaltz 2016 Q&amp;A/Question 33 - Revision history</title>
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	<updated>2026-06-05T07:02:49Z</updated>
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		<title>127.0.0.1 at 20:24, 19 December 2020</title>
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		<updated>2020-12-19T20:24:09Z</updated>

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&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{|width=100% border=0 class=&amp;quot;toccolours&amp;quot;&lt;br /&gt;
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|align=center width=33%| &amp;lt;b&amp;gt;[[Stormwaltz 2016 Q&amp;amp;A]]&amp;lt;/b&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|align=left| [[Stormwaltz 2016 Q&amp;amp;A/Question 32|Question 32]]&lt;br /&gt;
|align=center| Asheron’s Call 2&lt;br /&gt;
|align=right| [[Stormwaltz 2016 Q&amp;amp;A/Question 34|Questions 34]]&lt;br /&gt;
|}&lt;br /&gt;
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== Question 33: Identity of the Imperator ==&lt;br /&gt;
{{Turbine Developer&lt;br /&gt;
|      Date = September, 2016&lt;br /&gt;
|      Link = &amp;#039;&amp;#039;&amp;#039;No&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|  Question = Who/what was the Imperator, the leader of the Virindi kingdom? Was it supposed to be a known Virindi from AC1’s lore, or was it a new character?&lt;br /&gt;
|      Text =&lt;br /&gt;
When I left in 2002, it hadn&amp;#039;t been decided.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
It&amp;#039;s important to understand the difference in content processes between the two games. AC1&amp;#039;s story was built from the bottom up, haphazardly. Though there was a background to inspire and pull details from, it existed as documents on a server, divorced from the design of gameplay systems. In practice individual content developers added small details that eventually piled up into the greater whole.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There&amp;#039;s no particular lore to the original magic system of reagents, for example. It was just an interesting mechanic. Likewise there was no overarching plan to AC1&amp;#039;s pre-launch content design. When people had spare time they&amp;#039;d crack open the worldbuilding tools, pick a spot on the landscape or an empty dungeon template, and slap things together to see what worked - what looked &amp;#039;&amp;#039;interesting&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
AC2&amp;#039;s story was built top-down, with structural goals and content approaches determined at an extremely high level of the company, and lore rationalizations left for content developers to work out later -- which is the way it &amp;#039;&amp;#039;normally&amp;#039;&amp;#039; works in game development. AC1 was made by a startup full of recent college grads shipping their first game and playing it by ear in every imaginable way.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There was a desire to make the story of AC2 more intuitive and understandable. AC1&amp;#039;s lore was and is convoluted, bizarre, full of greeble-y details, and often deliberately built at a tangent to conventional fantasy tropes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
If I had the skills I do now, I could have boiled AC1&amp;#039;s story down to digestible trope-spaces. Fourteen years ago I thought nearly every detail was important, so when someone asked me, &amp;quot;what&amp;#039;s the story?&amp;quot; I&amp;#039;d vomit up a wall of text and made-up names, and they&amp;#039;d walk away shaking their head.&lt;br /&gt;
| Developer = [[Turbine Developers#Chris &amp;quot;Stormwaltz&amp;quot; L&amp;#039;Etoile|Chris &amp;quot;Stormwaltz&amp;quot; L&amp;#039;Etoile]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stormwaltz Quotes]]&lt;/div&gt;</summary>
		<author><name>127.0.0.1</name></author>
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