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The design of Ashes of Creation adheres to five main pillars.[1]

  1. Historia interesante y envolvente.
  2. Mundo reactivo
  3. Interacción del jugador
  4. Agencia de jugadores
  5. Risk vs reward

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]

Historial

There were originally four design pillars: Economía, Nodos, Meaningful conflict and Narrative.[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 is an upcoming MMORPG set in a world of high fantasy where player’s choices will shape and define the world around them.[5]

Ashes of Creation is a unique take on the MMO experience. Our world structure is dynamic and built to react to the actions of our players. Cities will rise and fall, their populations based on the history of the world as the players create it. Quests will unlock as these populations gather, their needs grow, and secrets are unlocked. As the world’s NPC structure is established in real time, players will have the ability to destroy what they’ve created, paving the way for new development, new populations, and real change. Political strife and intrigue will play a very real role in the structure of your world. Gone are the days of static worlds, change is here to stay.[4]

The original code-name for Ashes of Creation was The World of Origins.[6]

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.[7]Steven Sharif

Inspiration

Ashes of Creation has taken inspiration from various other MMORPG titles.[8]

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.[9]Steven Sharif

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.[8]Jeffrey Bard

End-game

No va a haber un típico end-game en Ashes of Creation.[10]

Parte de toda la experiencia con los nodos es que no existe un "end-game" real, ya que el mundo cambia constantemente todos los días. El primer mes va a ser muy diferente al segundo mes; y eso es para los niveles 50 y 1.[10]Jeffrey Bard

Queremos que el juego sea un juego vivo, lo que significa que todo el contenido debe ser relevante en todo momento. Diría que intentamos hacer la menor distinción posible entre la experiencia de subir de nivel y la experiencia del juego final. Todo el viaje es importante para nosotros, con el fin de maximizar la diversión de las personas durante las diferentes etapas del juego.[11]Sarah Flanagan

Historia interesante y envolvente.

Temas que reflejan el pasado y el presente de Verra.

Mundo reactivo

Temas que describen cómo evoluciona el mundo de Verra según la actividad del jugador.

Ashes of Creation será un mundo vivo, que respira y reactivo. Tus acciones darán forma a las Zonas de Influencia, nivelando Nodos para formar Ciudades masivas y crearán la historia del mundo que todos experimentan.[14]Margaret Krohn

Interacción del jugador

Sistemas de juego y mecánicas que fomentan la interacción del jugador.

Decidimos centrarnos en la mecánica que pone en primer plano la idea de comunidad. Para que las personas interactúen entre sí de manera significativa, no solo para conquistar a un jefe de incursión, o para obtener una moneda de una casa de subastas sin rostro, sino para salvar una ciudad. Una ciudad en la que todos los residentes locales tenían una participación. Una ciudad que los jugadores habían pasado semanas o meses desarrollando; ¡La defensa de esa ciudad, el ataque a esa ciudad! O construir un mundo juntos como comunidad eligiendo nuestro propio destino con nuestros amigos. Creemos que será una historia mucho más memorable y mucho más significativa para los jugadores que cualquier cosa que se nos ocurra.[18]

Agencia de jugadores

Sistemas que crecen y dan forma a las experiencias de los jugadores en el juego.

Tendremos una gran cantidad de contenido disponible, pero habrá acceso a través de la agencia a nombre de la comunidad. En un sentido tradicional, no, no somos un parque temático, sin embargo, probablemente tendremos más contenido que un parque temático, tradicionalmente. Solo porque, para que esas elecciones sean significativas, debe haber contenido significativo detrás de la puerta que elija.[20]Steven Sharif

Riesgo versus recompensa

Actividades que premian a los aventureros atrevidos y fomentan conflictos significativos.

La Relacion riesgo versus recompensa cuando, por ejemplo, has dedicado tiempo a construir un nodo y otros jugadores han dedicado ese tiempo equivalente a Atacar el nodo, habrá una batalla entre esos jugadores... Ellos gastan ese tiempo haciendo esto porque les importa apasionadamente tener acceso a ese contenido[22]Steven Sharif

See also

Referencias