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Ashes of Creation se ha inspirado en otros MMORPG.[1]

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.[1]Jeffrey Bard
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.[3]Steven Sharif

Aunque Ashes of Creation se inspira en Lineage II (y otros juegos) también ha corregido varios fallos en la implementación de esos juegos.[5][2][4][1] El planteamiento del sistema de marcado (flaggin) en Ashes of Creation es desincentivar aún más el "griefing" y, al mismo tiempo, permitir que el sistema mantenga el riesgo en el entorno de mundo abierto.[5]

First and foremost, PvP in Ashes exists in both opt-in systems and events, as well as our open world flagging system. And while it is true that I enjoyed and took much inspiration from games like Lineage 2, we have innovated and adapted our approach to Ashes’ flagging system in order to further disincentivize griefing while still allowing the system to keep risk relevant in the open world setting. The overwhelming majority of player’s experiences with PvP in Ashes will be through consensual systems like caravans, sieges, wars, the open sea and other events. Players will make a choice to participate in those systems or not. And if they choose to participate there will be significant rewards for success.[5]Steven Sharif

In the open world, when competing for the scarcity of resources, raids, dungeons and or hunting grounds, an important element of risk vs reward is introduced through our flagging system. Players must be aware of their surroundings and the reputation of other players who may be in proximity. The flagging system is intended to always provide an element of risk in all settings, but also architected to ensure that griefing and PK’ing is almost never worth it. The subtleties of this system are complex, which is of course why it will require considerable testing and feedback.[5]Steven Sharif

  • La acumulación de corrupción tiene en cuenta la diferencia de nivel entre el atacante y el jugador asesinado. Cuanto mayor sea esta, mayor será la corrupción acumulada.[2][6][7][8][9] Las penalizaciones por corrupción se producen a medida que se gana corrupción.[10]

These are all things that I've changed in the system that help to safeguard some of those loopholes. Now of course, as we said, we can't and we don't want to 100% remove the ability for that risk to be alive- for that risk to be realized. But what we do want to do is make sure that those occasions are few and infrequent, and are not the majority of a player experience, let's say in the open world; and we do so by incorporating all of those risks and costs into a decision to gain corruption and then PK another player in the open world. It's just not going to be done often and that is my expectation and opinion. It's also the goal of the system is that griefing is not a viable option or play style. And as a result of that desire for the system, we will fine tune it in such a way through testing that that outcome is achieved. And that is the intent and purpose of the design.[11]Steven Sharif

  • Las habilidades con efectos de CC no se aplican a los noo-combatientes. Esto impide que los jugadores inicien ataques que aturdan a los jugadores no marcados.[2]
  • Los no combatientes pueden atacar a los jugadores corruptos sin marcarse como combatientes.[11][13]
  • Hay un temporizador de 60 segundos para desconectarse mientras se está corrupto. Forzar la desconexión del cliente durante el enfriamiento dejará al personaje en el juego hasta que pase ese tiempo.[11][22]


Ashes of Creation website redesign preview (WIP).[23]

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.[24]

Ashes of Creation es un futuro MMORPG ambientado en un mundo de alta fantasía donde las elecciones de los jugadores darán forma al mundo que los rodea.[25]

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.[24]

We will refine systems, we will iterate on systems, but we will never change the core identity of the intent and philosophical approach to what Ashes of Creation as an MMO brings to the MMO genre space... What we want to do is express that Ashes of Creation is endeavoring to build a risk-versus-reward centric PvX style game. And that intent and purpose will be delivered upon, and it will not change.[26]Steven Sharif

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.[25]

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.[9]Steven Sharif

Pilares del diseño

El diseño de Ashes of Creation se adhiere a cinco pilares principales.[29]

  1. Historia atractiva y envolvente
  2. Mundo reactivo
  3. Interacción entre jugadores
  4. Impacto de los jugadores
  5. Riesgo vs recompensa

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.[29]

Historia interesante y envolvente.

Aspectos que reflejan el pasado y el presente de Verra.

Mundo reactivo

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

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.[32]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.[36]

Impacto de los jugadores

Son los sistemas que evolucionan y dan forma a las experiencias de los jugadores en el juego.

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.[38]Steven Sharif

Riesgo versus recompensa

Pre-alpha arenas.[39]

Risk is a healthy thing. Risk makes us value reward. Without risk we would not pursue certain achievements, because anybody could achieve them. Risk makes us have a sense of thrill, or have some sense of anxiety; and those are all emotional responses that get elicited when risk is present. So, risk isn't a bad thing. We like risk, not just in PvP but in PvE as well: when you can't always predict the environment or encounter you are part of, risk is something like 'Ah, I've never seen this boss do that before.' or these adds came at an ill-placed time, there's a trap here that I didn't experience before. There's a lot of elements that risk introduces that keep gameplay less stale; that keep it more dynamic; that introduce environments where the unexpected can occur. That is a good thing.[40]Steven Sharif

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

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.[41]Steven Sharif

Ver además


  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Entrevista, 2018-08-24 (8:35).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 CC effects do notapply to non-combatants.png
  3. 3.0 3.1 Entrevista, 2020-07-29 (9:02).
  4. 4.0 4.1 4.2 4.3 steven-l2.png
  5. 5.0 5.1 5.2 5.3 5.4 steven-asmon-open-world-pvp.png
  6. 6.0 6.1 steven-corruption-value.png
  7. 7.0 7.1 Entrevista, 2020-07-18 (41:54).
  8. 8.0 8.1 steven-corruption-score.png
  9. 9.0 9.1 9.2 MMOGames interview, January 2017
  10. corruption.jpg
  11. 11.0 11.1 11.2 11.3 11.4 Transmisión en vivo, 2022-10-28 (26:48).
  12. Entrevista, 2020-07-18 (44:35).
  13. 13.0 13.1 Entrevista, 2017-04-27 (0:17).
  14. steven-healing-corrupt.png
  15. Entrevista, 2019-04-22 (54:40).
  16. Transmisión en vivo, 2017-11-17 (29:45).
  17. Transmisión en vivo, 2022-10-28 (24:28).
  18. Pódcast, 2018-04-23 (51:31).
  19. Transmisión en vivo, 2017-05-22 (42:33).
  20. Pódcast, 2017-05-05 (43:05).
  21. Entrevista, 2018-05-11 (5:05).
  22. steven-flagging-logout.png
  23. Transmisión en vivo, 2021-01-29 (46:48).
  24. 24.0 24.1 Ashes of Creation MMO.
  25. 25.0 25.1 A reactive world - Nodes.
  26. 26.0 26.1 Transmisión en vivo, 2022-10-28 (32:52).
  27. Pódcast, 2021-04-11 (46:44).
  28. Transmisión en vivo, 2022-10-14 (37:10).
  29. 29.0 29.1 design pillars.png
  30. Dillias diary.
  31. Transmisión en vivo, 2018-02-09 (33:50).
  32. Blog - Know Your Nodes - The Basics.
  33. Transmisión en vivo, Enero 18 2018 (16:34).
  34. Transmisión en vivo, Febrero 9 2018 (4:42).
  35. Vídeo, Febrero 24 2018 (0:01).
  36. Ashes of Creation - Un Nuevo Comienzo.
  37. Transmisión en vivo, 2019-09-27 (50:01).
  38. Transmisión en vivo, Abril 8 2018 (AM) (27:26).
  39. Vídeo, 2017-07-16 (0:01).
  40. Transmisión en vivo, 2022-10-28 (13:53).
  41. Transmisión en vivo, 2017-05-22 (38:44).