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So last week, I covered some of the basic mechanics. This week this article is going to be about the theme. I even have some nice pictures for you.

The first discussion we had as a group was actually about the theme. We had two choices, do we make a MOBA at sea or in space? To begin with calling it a discussion is a bit much. It was more of a casual conversation because pretty much everyone agreed we should make it at sea.

Space would be very cool but there were too many questions and too few answers. Question like, how would we keep the player from going away from a set map? Would there be magical asteroids forming walls around said map? Shouldn't a space ship be able to fly in more than four directions?

So to sea we went.

Now there were more things to decide like time period, location and amount of fiction.
We settled on keeping the boats and environment somewhat real. Loosely based on the colonial era and the Caribbean where battles would have been fought at the time. But of course the boats can shoot fireballs and conjure walls of ice so there are plenty of fictional parts.

All this has been neatly tied together in the lore made by one of our writers Niclas Dristig. It describes a place much like our own 300-400 years ago. Where the world is getting discovered by countries hungry for riches and fame. In this world the age of discovery was aided not just by technology but by magic as well. For example sails might be enchanted to make the ship go faster or sea monsters might be charmed to help you on your journey.

Our game is set in a cove somewhere in the new lands that are being discovered. There are two factions that has decided that they want control of this place and it will be worked out through battle who has the right. But the cove is not empty, there are pirates and sea monsters lurking around the map. Of course there is treasure to be found and battled for to add some extra action.

You find more about the game at:
facebook.com/breakwatergame
instagram.com/breakwatergame
twitter.com/breakwatergame

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