




Jan 08 2010 -
Making of Zao
![]() Such a great new land mass with tons of new monsters and quests is the result of good teamwork. During the planning phase of an update, the content team has to decide who will mainly take care of which map area and which quests. "Everyone gets to do a little of everything, but mostly we try and find arrangements so that everyone can focus on the tasks he or she likes most or is best at," Chayenne tells us. "Jan is our man for all those beautiful graphics, of course, and also coordinates our external artists. Knightmare writes a lot of the great stories as well as larger and challenging questlines like The New Frontier or some crazy ones like Isle of Evil. He also brings most monsters to life. Dens is really great at designing awesome areas with a high detail level and writing fun quests stuffed with complex scripts like everything in and around Beregar or the Treasure Hunt. For me it depends how much time I have besides organising everything. I like to design large and story-filled questlines as well such as Blood Brothers, but also small and fun bits like Eclesius' quest or Unnatural Selection. I also implement most new features such as the content side of the marriage system or Travora and love to chew complicated scripts and riddles over. Lionet likes that too, I think, judging from the riddle in his Children of the Revolution quest, but has also proven to be an excellent map editor and story writer with the Muggy Plains - a great addition to our team!" We community managers were lucky enough to get a peek of the new content every now and then during the development phase of the Christmas update. What we saw looked amazing and it was fascinating to see the continent and the quests grow and evolve. In the beginning, the basic idea for the update was to create a place where monsters are civilised and humans dwell in dungeons. The content team decided for an Asian flavour spiced up with a slightly gothic touch that would not turn out to be that typical cookie-cutter Asian area known from other games. So to make it look different, they tried to mix in certain elements such as the corruption theme, for example, and the fact that the area is actually ruled by dragons whereas humans play a minor role. The minotaurs were the first monster choice for the new area since their weaponry already showed Asian influences in the earlier Tibian times. But of course, the content team also wanted something more exotic than just minotaurs and orcs so they added the lizardmen. The dragonkin rounded off the picture since dragons are often associated with Asian themes. ![]() Chayenne admits that the Unnatural Selection quest is a little inspired by one of her favourite games ever, Chrono Trigger, in which you also spend some time with a primitive human tribe and get to party with them: "I racked my brain over how I could possibly script something like a tribal hunt or a big party with the possibilities we have and the 'dance dance revolution' bit was what I eventually came up with and which turned out to be pretty fun." ![]() Nevertheless, the whole design of Zao took quite some time. The steppe, for example, should have a really vast feel to it and it took several weeks until both the content team and Jan were happy with the colour palette of the area, especially with the buildings. The original colours were much more greyish-brownish mixed with green and purple, but it just looked boring somehow and it was not until red and black contrasts were added that all were finally satisfied with the overall look of the area. ![]() While Jan is mainly responsible for creating ingame graphics and textures, the content team plans and assembles everything and builds all the beautiful landscapes in Tibia. In the case of Zao, it was already set since the Yalahar update that the new map expansion would take place east of Vengoth. ![]() The ideas for the quests and missions in Zao came along with the development of the new continent. Certain quest types were necessary to introduce players to the new area, its inhabitants and its lore, and to guide them around. Other quest ideas evolved around the given themes. The Tomes of Knowledge quest, for example, is a nice way to unlock things like nifty furniture and creepy dungeons. At the same time, the content team could use them to make some selected excerpts of the massive background story accessible in smaller bits for those who are interested in it. The main questline The New Frontier included something new concerning the character's progress: the base camp develops further as your character advances in the main questline so you really see the fruits of your success and your actions actually do change something. In a multiplayer game it is somewhat difficult to change the world since it would affect all players but in such a limited area with the given space and time frame it was a new interesting approach. Some ideas, however, had to be dropped in the planning phase. Originally, the content team wanted to open the area and story behind the Great Gate as well for this update. However, they can only create a certain number of quests and story bits. Had they extended the area even further, it would have been impossible to back it up with a tight story and good quests. Thus, they saved it for later together with some monster races that actually should have made their appearance according to the original concept. Lionet reveals that one of his ideas was to give players the impression of Zalamon recruiting individuals for his resistance: "I wanted to add various NPCs to his underground hideout in the steppe. The player would have been able to talk to them and they would have said a few lines. However, to make this plausible I would have had to create quite a few separate and unique versions of his hideout. However, due to the large amount of content we implemented in this update, there was simply no time to include it." ![]() The riddle in the mountain temple was another tricky thing to do since it had to be easy enough to quickly understand it and at the same time just as complex to provide the right amount of challenge. "The concept I had was modelled with a rather complicated set of rules and scripts and at first turned out quite nicely," Lionet points out. "After some testing offside the regular solution, however, several colleagues made it by just randomly switching levers for some time - and that is what many players probably do to complete the quest, oh well." Of course, a new continent, new quests and monsters also require lots of new names. For Zao, the content team wanted to have certain sounds. Everything lizardish should contain sounds similar to those of serpents or dragons, so they used a lot of "z" and "ch", also "ai"-endings for the slightly Asian feel and basically just made up names from that. The orcish stuff had to sound harder and warlike, and the cavemen names should have a tribal feel to it. Every team member can usually name the NPCs, monsters or dungeons he or she creates, but as for names of larger or important areas the whole team usually brainstorms together. It seems, however, that Chayenne has quite an obsession with names so she was probably the driving force behind the creation of many names. ![]() We hope you have enjoyed this little journey through the making of Zao. If you are still up for some additional bits and pieces the content team told us, we invite you to check out the feedback thread for this article. You can find further interesting information there that did not fit in the featured article anymore. Have fun exploring Zao! Your Community Managers |