Highguard Previs Nodes

Nodes are a very important component of our world building and how we integrate "magic" into it. At least it used to be before we just said fuck it, make cool glowy shit. I much prefer this more elegant, finessed route - but it is admittedly the more difficult road to take in game development and can be limiting for future content. Regardless, we were leaning into what is called "hard magic" as opposed to "soft magic". Soft magic is essentially hand wavey, doesn't need to be explained magic. Hard magic is a nudge closer to real world science and anything "magical" could actually be explained how it works and why. Again, nodes were part of our answer to those questions, and without going to deep, they were basically ancient technology that disrupted, agitated and helped manage sound waves on a molecular, atomic level. This allowed us to get away with almost anything that game design wanted to do. I guess it was too much work and lore infrastructure for our small team so we shipped with an extremely stripped down version of it in the world, that is never explained. Maybe if we had the chance to do a single player campaign we'd get there, but... that ain't happenin.