I don't have any pictures to show off today, or any progress to talk about, since yesterday was a day off for me from game work. Instead of showing off progress, I'll talk about the structure of the game and how Blackmoon Prophecy III is both linear and non-linear.
At the same time.
Blackmoon Prophecy III is all about giving the player a story to follow, but being able to make as many choices as possible in how to progress it.
The first 1-2 hours of Blackmoon Prophecy III introduce the player to Aysha and Ronan, Kindred siblings from the Lenadian town of Daguero, and their rather mundane life that sees them protecting the town from monsters (mostly pesky goblins) that live on the nearby Great Plain. The first choice players will make when being introduced to these two characters is which one will take point in the party, or lead the party. Aysha and Ronan share the role of main character, but the game asks the player almost immediately, "Okay, they're both important, but who do
you want to be the main character?"
When you decide who will lead the party between Aysha and Ronan, your chosen character will do most of the talking when it comes to cutscenes and events. Since Blackmoon Prophecy III by default shows your followers when you're in town/dungeons, the sibling that you did not pick as the lead character will pipe up occasionally during dialogue sequences to offer their input. How dialogue unfolds with some NPCs will depend on which of the two characters is the leader.
Shortly after going on a little rescue mission to a nearby cave, Aysha and Ronan are spirited away to the Esper World (which, trust me, is not a spoiler since in occurs practically at the beginning of the game when you examine the overall story that I have in mind) where they are tasked with assisting the Espers in trying to repel the evil and exploitative Ravello Corporation from their world. Aysha, Ronan, and the Espers learn that these two Kindred siblings can't do it on all on their own and thrust two Eidolon assistants at them named Godot and Xenon who are tasked with assisting Aysha and Ronan in tracking down allies to assist them in their battle against the Ravello Corporation. The Espers are basically Nick Fury and they want to put together their version of The Avengers. Sort of.
After Aysha and Ronan team up with Godot and Xenon, they are thrust back to Lenadia to find allies. This is where things get interesting. The entire Lenadian continent opens up to the player, and they can go absolutely anywhere they wish. Countless dungeons and towns suddenly beckoning to the player to come check them out. So what is the player expected to do? Journey across Lenadia and find allies! This is where the player is expected to track down Aster Daranouve, Bayu the Bold, Hide Pridewind, and Moguel and recruit them into the party. Where are they all located? All across Lenadia! The main story in the Esper World (which the player can return to at will) is basically put on hold until the player finds their new allies and returns to the Esper World.
So, Lenadia is literally completely non-linear. It's about as "open world" as a top-down retro RPG can get. It's basically as open as the World of Ruin in Final Fantasy VI, but you're trying to find new friends instead of tracking down your friends. I would say that there's optional content, but pretty much all of Lenadia can technically be considered optional! Maybe you don't even want to go find the other party members right away, maybe you want to go to the castle and meet Queen Teris. Maybe you want to track down a chocobo forest and go trekking around the map. Maybe you want to do an optional dungeon or two. You can literally do whatever you want.
When you have recruited the other four characters and return to the Esper World, the story picks back up and progresses in the normal linear manner you'd expect from a mainline Final Fantasy game. You'll progress from Point A to Point B, Point B to Point C, and so on. Things you do in the Esper World will also influence how "open" the Lenadia map is as well. Some things you do while progressing through the Esper World may allow you to enter areas of Lenadia that were previously inaccessible because, of course, there
will be a few gated locations that require keys, or for certain events to occur, before you can enter.
So, when players are in the mood to push the story along, it's off to the Esper World. When they just want to mess around and explore or check out the world, Lenadia is where they'll want to be.
One last thing to mention that is worth bringing up is transportation and how each world handles it. With Lenadia being completely open to the player, they can find a chocobo right after returning from the Esper World and travel across Lenadia with it. I expect to make chocobos function similarly to how they worked in the first Blackmoon Prophecy in that they will be able to traverse across rivers and over rocky shallows (which I have not yet added to the world, but will).
I'm really looking forward to seeing how players tackle being able to shift back and forth between the two worlds, with one being linear and the other non-linear. I probably won't have a grasp on how players will approach it until testing eventually begins. Until then, all I can do is talk about it!