- Boeiend en meeslepend verhaal
- Reactieve wereld
- Speler interactie
- Speler agentschap
- Risico vs. beloning
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.
Ashes of Creation is een unieke take op de MMO-ervaring. Onze wereldstructuur is dynamiek en gebouwd om te reageren op de acties van onze spelers. Steden zullen rijzen en vallen, de bevolking is gebaseerd op het verleden van de wereld zoals de spelers het gevormd heeft. Quests zullen vrijkomen wanneer de bevolking verzamelt, hun behoeften groeien en geheimen gevonden worden.
Als de NPC-structuur van de wereld live vastgesteld wordt, zullen de spelers de mogelijkheid hebben om hetgeen wat zij gemaakt hebben te verwoesten, de weg vrij makende voor nieuwe ontwikkelingen, nieuwe bevolkingen, een echte verandering. Politieke strijd en intrige zullen een hele echte rol spelen in de structuur van je wereld.
Weg zijn de dagen van statische werelden, verandering is hier om te blijven.
When it comes to how MMO’s have been traditionally designed, most gamers are familiar with two distinct types of gameplay loops: the “theme park”, and the “sandbox”. The vast majority of MMO’s we’ve all seen come and go in the gaming industry have been of the theme park variety – these games put the player onto a specific path, guiding them along, with plenty of pretty sights in between the same old quest hubs, very little in divergent paths, virtually no freedom in player progression. Recently the MMO genre has seen some games of the sandbox nature come onto the scene, but despite the ultimate freedom the sandbox affords players, many are left wanting more, as there is by definition no pre built world content, no human touch, just the vastness of the “sand” for lack of a better term. Thus many MMO players often find themselves caught between the repetitive rock of the theme park or the vast dead spaces of the sandbox’s hard place. This chasm between the state of MMO gameplay loops is where we intend to inject Ashes of Creation’s Node system.
In order for sandbox mechanics to mean something, there must be curated content to accompany the player’s choices. Which means, as the developers, we must create that Themebox style content but for every possible path the community may take. – Steven Sharif
- Eve Online with its regionalized economy and risk vs reward in transportation.
- ArcheAge with its building systems, transportation and naval combat.
- Lineage II with its castle sieges, flagging, open world PvP and guild progression.
- Star Wars Galaxies with its crafting systems.
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. – Jeffrey Bard
Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s. – Jeffrey Bard
We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game. – Sarah Flanagan