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Design pillars
Przejdź do nawigacji
Przejdź do wyszukiwania
The design of Ashes of Creation adheres to five main pillars.[1]
In designing Ashes of Creation, we adhere every detail to five main pillars: Engaging and Immersive Story, a Reactive World, Player Interaction, Player Agency, and Risk vs Reward. Even in the environment, everything you as the player do will tie into these pillars, while everything your guild does, everything your server does will ultimately keep the world fresh, ever-changing, and most importantly... exciting.[1]
Historia strony
There were originally four design pillars: Economy, Nodes, Meaningful conflict and Narrative.[2]
Inspiration
Ashes of Creation has taken inspiration from various other MMORPG titles.[3]
- In terms of what came before, we're trying to figure out who did what best and take inspiration from that: Move the genre forward; keep things updated and bring it into the 21st century.[3] – Jeffrey Bard
- Eve Online with its regionalized economy and risk vs reward in transportation.[3]
- ArcheAge with its building systems, transportation and naval combat.[3]
- Star Wars Galaxies with its crafting systems.[3]
- Lineage II with its risk vs reward, castle sieges, flagging, open world PvP and guild progression.[4][5][6][3]
- A lot of the systems in Lineage 2 were based around a concept that got lost today in mmorpgs, and that's risk versus reward. You know this idea that the more you risk the greater potential reward should be present is a complete paradigm shift away from everyone's a winner, everybody gets a participation reward, and here you go, congratulations you're a player in this game; and that's boring. It gives nothing for a person to aspire to achieve something, or to feel the bite of loss when you fail. Those are the driving forces of why people want to play games and it's a reason why new games when they come out have such a short lifespan, because they are always competing with WOW. You don't have to compete with WOW. You don't have to be a WOW killer. You can focus on something that is different from a philosophical design standpoint; and I think that's just what a lot of studios today don't want to take the risk on.[5] – Steven Sharif