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<blockquote>''All of the events are based around storytelling. All of the the narrative quests are based around storytelling. All the organizational quests are based around storytelling. You know the game is built from a story basically, so we want to make sure that there's context and relevancy for all of the actions that you're doing in the game.''{{livestream|30 May 2019|1h18m16|0KbuD3pj2Ik}}{{ndash|[[Jeffrey Bard]]}}</blockquote>
 
<blockquote>''All of the events are based around storytelling. All of the the narrative quests are based around storytelling. All the organizational quests are based around storytelling. You know the game is built from a story basically, so we want to make sure that there's context and relevancy for all of the actions that you're doing in the game.''{{livestream|30 May 2019|1h18m16|0KbuD3pj2Ik}}{{ndash|[[Jeffrey Bard]]}}</blockquote>
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The overarching narrative is that players are the returning children of [[Verra]]. They will not be characterized individually as "saviors".{{livestream|17 December 2019|1h10m30|BNRD57wHtAE}}
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The overarching [[Narrative|narrative]] is that players are the returning children of [[Verra]]. They will not be characterized individually as "saviors".{{livestream|17 December 2019|1h10m30|BNRD57wHtAE}}
    
<blockquote>''Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so you know every system that's created touches a story.''{{livestream|30 May 2019|1h18m16|0KbuD3pj2Ik}}{{ndash|[[Steven Sharif]]}}</blockquote>
 
<blockquote>''Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so you know every system that's created touches a story.''{{livestream|30 May 2019|1h18m16|0KbuD3pj2Ik}}{{ndash|[[Steven Sharif]]}}</blockquote>
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