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	<title>Stormwaltz 2016 Q&amp;A/Question 33 - Revision history</title>
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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;
&lt;br /&gt;
== Question 33: Identity of the Imperator ==&lt;br /&gt;
{{Turbine Developer&lt;br /&gt;
|      Date = September, 2016&lt;br /&gt;
|      Link = '''No'''&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't been decided.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
It's important to understand the difference in content processes between the two games. AC1'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'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's pre-launch content design. When people had spare time they'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 ''interesting''.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
AC2'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 ''normally'' 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'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'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's the story?&amp;quot; I'd vomit up a wall of text and made-up names, and they'd walk away shaking their head.&lt;br /&gt;
| Developer = [[Turbine Developers#Chris &amp;quot;Stormwaltz&amp;quot; L'Etoile|Chris &amp;quot;Stormwaltz&amp;quot; L'Etoile]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stormwaltz Quotes]]&lt;/div&gt;</summary>
		<author><name>imported&gt;An Adventurer</name></author>
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