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TR mission designer elucidates Fault Lever instance


Ever wish you could pick the brain of the guy who developed your favorite instance? Whether you hate his work or you love it, sometimes the rationale that goes into a level on the developer side is just completely lost on players. In the case of Tabula Rasa's new end-game instance Fault Lever, this is not a concern players will have to ponder for long. RPG Vault has a guide to the as-yet-unreleased instance replete with commentary by David Fargo, the World Builder who brought the whole kit and caboodle together. (What a cool job title, by the way. What does your boyfriend do? Oh, he builds worlds.)

After reading the thing over, it really seems like David had a good idea. He explains how the "story" of the instance is primarily in the details, and those are the things he likes to expound upon the most. In the case of Fault Lever, it's a Bane encampment under siege by the ground-dwelling Atta. The premise is that this base houses some of the Bane upper brass, in deeply hostile territory, only managing to keep the Atta at bay by blasting the ground with gigantic hammers. The player's role is to destroy the generators powering these hammers, and in so doing seal the fate of the Bane enemies within.

While I like the idea of an instance where your primary goal is to turn two of your enemies against each other, I can't help but cringe at the thought of another underground instance. Is it really too much to have more instances where I can see the bloody sky? I already miss out on it in real life because I'm at work all day, do I really want to come home and go spelunking in my fantasy worlds too?