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Session Name:

Designing Active Time Lore for 'Final Fantasy XVI'


For a story-driven game which has heavy and complex lore, players' understanding the in-game world leads to deeper immersion, but the in-game terminology and unique world rules sometimes make players feel that it's hard to grasp the background.nWhile fantasy games often use glossary and texts to introduce the in-game world's rules, what people's common sense is, or lots of characters and place names that difficult to remember, most players, except the ones who are interested in lore, rarely reads them.nIn this session, we will demonstrate how UIs can help players better understand the story of the game through examples of the lore support system called "Active Time Lore", invented for FINAL FANTASY XVI.nActive Time Lore helps players with a selection of lore tips they need "at the moment" by responding to input a player's pausing during a cutscene or gameplay.

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