Design Eckpfeiler

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Das Design von Ashes of Creation befolgt die fünf Haupt-Eckpfeiler.[1]

  1. Spannende und fesselnde Geschichte
  2. Reaktive Welt
  3. Spielerinteraktionen
  4. Mittel für Spieler
  5. Risiko vs Belohnung

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]

Geschichte

Ursprünglich gab es vier Design Eckpfeiler: Wirtschaft, Knotenpunkte, bedeutsame Konflikte und Geschichte.[2]

Design

Ashes of Creation website redesign preview (WIP).[3]

Ashes of Creation takes place within a medieval fantasy setting, blending imagination with cutting-edge graphics. We are putting the word massive back into massively multiplayer with unique and novel mechanics that will bring meaning to player action. Ashes of Creation will incorporate the best parts of traditional MMORPGs with innovative sandbox concepts. You will choose your fate at every opportunity. Questlines will open and close based on the interactions of the players with their world, because this is a world where choice is consequential. Monsters will roam and grow in ferocity as civilization disrupts the natural order of things. From the location of towns to the size of cities, you will determine the landscape of your world. It will be unique in culture, ecology, and economy.[4]

Ashes of Creation ist ein MMORPG in der Entwicklung, welches in einer High Fantasy Welt spielt, in der die Entscheidungen der Spieler die Welt um sie herum formen und gestalten werden.[5]

Ashes of Creation ist eine einzigartige Interpretation des MMO-Erlebnisses. Unsere Weltstruktur ist dynamisch und darauf ausgerichtet, auf die Handlungen unserer Spieler zu reagieren. Städte werden aufsteigen und wieder fallen, ihre Bevölkerung basiert auf der Geschichte der Welt, wie sie die Spieler erschaffen. Quests werden freigeschaltet, wenn sich die Völker versammeln, ihre Bedürfnisse wachsen und Geheimnisse freigeschaltet werden.[6]

Da die NSC-Struktur der Welt in Echtzeit aufgebaut wird, haben die Spieler die Möglichkeit, das zu zerstören, was sie geschaffen haben und ebnen den Weg für neue Entwicklungen, neue Bevölkerungsgruppen und echte Veränderungen. Politische Auseinandersetzungen und Intrigen werden eine sehr reale Rolle in der Struktur deiner Welt spielen.[6]

Vorbei sind die Tage der statischen Welten, der Wandel ist hier, um zu bleiben.[6]

Der ursprüngliche Code-Name für Ashes of Creation lautete The World of Origins.[7]

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.[5]

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.[8]Steven Sharif

Inspiration

Ashes of Creation hat sich von verschiedenen anderen MMORPG-Titeln inspirieren lassen.[9]

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.[9]Jeffrey Bard

End-game

There is not going to be a typical end-game in Ashes of Creation.[10]

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.[10]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.[11]Sarah Flanagan

Spannende und fesselnde Geschichte

Themen, die die Vergangenheit und Gegenwart von Verra widerspiegeln.

Reaktive Welt

Diese Themen beschreiben, wie sich die Welt von Verra aufgrund der Aktivitäten von Spielern entwickelt.

Ashes of Creation will be a living, breathing, reactive world. Your actions will shape the Zones of Influence, leveling Nodes to form massive Cities, and create the story of the world that everyone experiences.[14]Margaret Krohn

Spielerinteraktionen

Spielsysteme und -mechanismen, die die Interaktion zwischen den Spielern fördern.

We decided to focus on mechanics that bring the idea of community to the forefront. To get people to interact with each other meaningfully – not just to conquer a raid boss, or to get some coin from a faceless auction house, but to maybe save a city. A city that all the local residents had a stake in. A city that the players had spent weeks or months developing; the defense of that city, the attack on that city! Or building a world together as a community choosing our own fate with our friends. We believe that’s going to be a story far more memorable and far more meaningful to players than just about anything we can come up with.[18]

Mittel für Spieler

Systeme, die die Erfahrung der Spieler im Spiel erweitern und prägen.

We will have a lot of content that is available, but those will be behind doors that are accessible through agency on behalf of the community. In a traditional sense, no we are not a theme-park, however we will probably have more content than a theme-park does, traditionally. Just because, in order for those choices to be meaningful, there must be meaningful content behind the door you choose.[20]Steven Sharif

Risiko vs. Belohnung

Aktivitäten, die mutige Abenteurer belohnen und sinnvolle Konflikt fördern.

The risk versus reward relationship, when, say for instance, you've dedicated time towards building a node and other players have dedicated that equivalent time towards sieging the node, there's going to be a pitched battle between those players... They spend that time doing this because they care passionately about having access to that content.[22]Steven Sharif

Siehe auch

Einzelnachweise