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Intrepid Studios ha adoptado un enfoque de desarrollo abierto (transparente), en lugar de compartir información a través de comunicados de prensa y anuncios cuidadosamente elaborados.[1]

  • Algunas características del juego estarán más pulidos que otros antes de ser presentados.[2]
The delicate blend between a transparent development process, but also understanding that [the] majority of your player audience will not grasp, or will not take into context, what a work in progress looks like. So certain things we have to polish to the point where they're presentable; where they can be understood- again in its own context without my verbal support or Margaret's verbal support.[2]Steven Sharif
I think that we live in an age where it's easy to be transparent if you're not trying to hide something. The downside is if you're showing something that's not a completed or finished product, it is incumbent upon the viewer to understand that fact.[1]Steven Sharif
  • El objetivo del desarrollo transparente es permitir la participación y los comentarios de la comunidad sin necesidad de comprar el acceso a las fases de prueba.[3]
The whole purpose of our development process being transparent being open is that you don't have to buy a package actually to participate. You can be a voice from the community. You can observe people playing. You can give your experiences and feedback.[3]Steven Sharif
I don't answer to a board. I don't answer to a publisher. We answer to our players; and we try to be as transparent as possible with showing our progress; and showing it in a timely manner.[4]Steven Sharif
  • Ciertos aspectos del juego no se revelarán antes de tiempo para evitar spoilers.[5][6]
There are obviously going to be some aspects of the development that we will not reveal, like lore and some system mechanics in order not to spoil the game for release.[5]Steven Sharif

Diseño

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.[7]

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

Pilares del diseño

El diseño de Ashes of Creation se adhiere a cinco pilares principales.[9]

  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.[9]

Inspiración

Ashes of Creation se ha inspirado en otros MMORPG.[10]

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.[10]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.[12]Steven Sharif

End-game

No tendremos el típico end-game en Ashes of Creation.[14]

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.[14]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.[15]Sarah Flanagan

Scope creep (Síndrome del lavadero)

I have a very very very clear vision of all of the systems designs mechanics that are present within the game and we're sticking to that vision and we're not adding additional features and prolonging the development due to that scope creep.[16]Steven Sharif

Pay to win

Ashes of Creation no será pay to win.[17][18][19]

Ashes of Creation will not be pay to win, that is our pledge to the community. One of the core principles we set forth with Ashes of Creation is a very strong desire to maintain the game's even playing field.[19]

A lot of developers and companies have come along in the past- and I've been hit by this too- and they've said we're not going to have pay-to-win and then boom they roll out some pay-to-win. We have consistently said we won't be pay-to-win and in the pre-orders that we provide and even in the Kickstarter there were absolutely zero pay-to-win components whatsoever. So not only will we talk the talk but we will walk the walk as well.[18]Steven Sharif

Because we are a non-box purchase game, meaning there is no box price to play Ashes of Creation, it is only a subscription; and that's beneficial because it reduces the barrier of entry and we want a high population obviously; but at the same time one of the ways we augment the revenue flows to sustain constant updates and new chapter releases and additional content within the game is through a cosmetic-only marketplace; and that means absolutely no pay-to-win whatsoever; and that will be adhered to forever.[17]Steven Sharif

Las ranuras de inventario, las cajas de botín RNG y las pociones de XP se consideran pay to win.[20][21][22][23]

We will not use a loot box system for cosmetics either. We currently have a cosmetic store that offers limited time, limited quantity items to help sustain game development. These items are purely decorative and do not offer any in-game benefits.[20]

My definition of pay-to-win is really anything that affects the in-game economy, the in-game action pool, your abilities and/or skills... In my opinion the inventory slots and the XP potions would be considered pay-to-win.[22]Steven Sharif

Q: Will there be RNG boxes?
A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[23]Steven Sharif

Editores

Intrepid Studios autopublicará Ashes of Creation en las regiones de NA (Norteamérica), OCE (Oceanía) y SEA (Sudeste Asiático) regions.[27][28]

We have learned a lot from our partnership with MY.GAMES, and we wish our friends there all the best as we have mutually decided to part ways. Looking ahead, we’re excited to announce that Intrepid Studios will be opening European offices in Amsterdam to help support our publishing operations in the EU/CIS regions. We have recently posted open positions for our new EU offices, and look forward to hiring the best and brightest in true Intrepid fashion.[29]Steven Sharif

El MMORPG Ashes of Creation no se publicará en la plataforma Steam.[30]

Traducción

Ashes of Creation pretende estar disponible en los siguientes idiomas: Inglés, Francés, Alemán, Ruso, Italiano, Polaco, Español, y Portugués.[32][33][34][35]

  • Anteriormente se dijo que el inglés, el francés, el alemán y el ruso estarían disponibles y que el italiano, el polaco y el español se añadirían más adelante.

[33][36]

The current plan is for Ashes of Creation to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese. Although this may not be the final list of languages we support, we are still looking at which other languages into which the game may be translated.[32]

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Los servidores no estarán bloqueados por idioma.[34]

  • Es posible que haya servidores separados en la región de EU según el tipo de idioma.[33]

Plataformas

Ashes of Creation se lanzará para Windows PC.[38][39]

  • Es posible que más adelante se añada compatibilidad con consolas.[38][39]
  • Es posible que en el futuro haya compatibilidad nativa con Linux.[38][40]

Q: Will the upgrade to UE5 affect the supported systems? A lot of people are like linux question mark.[38]

A: It's something that we'll evaluate in the future. I haven't ruled it out necessarily- would see how much work it would take to do that, but really like less than one percent of the player base is using Linux.[38]Steven Sharif

Rendimiento

Rendimiento optimization when rendering 1300 simulated actors utilizing merged materials and meshes in Unreal Engine 5 Nanite.[41] This test was confirmed post-stream to be running on a RTX 3070.[42]

What you're seeing here showcases the new modular appearance component which can combine any set of meshes and materials into a single mesh and single material at run-time. What you're looking at is over 1300 different entities, different actors. These are simulated players essentially. Previously you saw the example they were just standing still. There was no animation, there was no effects, there was no environment and it was a thousand. This is thirteen hundred playing animations, playing effects, plus the environment which is Nanite in this example. So what you're seeing is all of these players moving around and doing something and you're seeing the frame rate at about 30 on Clayton's rig.[43]Steven Sharif

Here you see that the FPS in the top right corner is like seven or eight on average, so not too good from a rendering perspective... So by merging now you can see that the same thousand players who are wearing the same armors as previously are actually having a 300 percent increase- 300 to 400 increase- in the performance of the of the FPS. So it went from 7 to about 21 on average and that is a significant optimization point that obviously this is just the beginning of the optimization efforts.[44]Steven Sharif

Ashes of Creation estaba dando un rendimiento de 50-60 FPS con una 1080 Ti durante las primeras pruebas de la Alpha 1.[46]

  • El juego será altamente personalizable desde el punto de vista de los ajustes. Si no tienes el equipo necesario para jugar, puedes reducir la configuración.[47][48]
  • Se ofrecerán opciones de alta escalabilidad para ajustar el renderizado y los efectos de partículas.[49]
  • El desenfoque de movimiento se podrá activar y desactivar.[50]
There's a lot of bells-and-whistles that are intended on the client rendering side for these types of features that players will have the ability to scale up or down or off from a performance perspective.[47]Steven Sharif

Se podrá aplicar automáticamente una "apariencia de jugador por defecto" durante los sieges u otras batallas a gran escala para mejorar el rendimiento del cliente.[51][52][48]

We have taken into consideration the rendering and server performance expectations with regards to our character density for events and battles. While testing will help with these performance profiles, we feel good where it is at for the moment, and do not feel we need to compromise our design goals atm.[53]Steven Sharif

Requisitos de sistema para la Alpha

Alpha-1 stress testing, March 17, 2021.[54]

These are fully operational NPCs. They have behavior trees, they have AI blackboards; they are functioning as an NPC would; and to my surprise, to everyone's surprise actually, the server handled it quite well: 5000 entities all within a very dense area.[55]Steven Sharif

Requisitos mínimos para la Alpha-2.[56]

Especificaciones mínimas - 1080p
  • Procesador: Intel i5 8400 | AMD Ryzen 5 2600
  • Memoria: 12GB
  • Tarjeta gráfica: NVIDIA GTX 1070 o equivalente.
  • DirectX: Versión 12
  • Red: Broadband Internet connection
  • Almacenamiento: 100GB SSD Storage
  • Windows 10/11
Especificaciones recomendadas - 1440p
  • Procesador: Intel i7 8700 | AMD Ryzen 5 3600
  • Memoria: 16GB
  • Tarjeta gráfica: NVIDIA RTX 3070 o equivalente.
  • DirectX: Versión 12
  • Red: Broadband Internet connection
  • Almacenamiento: 100GB SSD Storage
  • Windows 10/11
Please note that these requirements will change throughout our testing phases.[56]

Unreal Engine 5

Unreal Engine 5 walkthrough.[57]

Lumen has done a great job in really bringing to to life this area. As you can see, there's light bouncing off of the surfaces and casting into the rest of the cave... I love how you can also see the detail in the costume and the cloth that we have now.[57]Steven Sharif

unreal-engine-logo.png

Unreal Engine 5 es el motor gráfico de Ashes of Creation.[57][58] El juego se desarrolló originalmente en Unreal Engine 4.[59] Migrar a UE5 requirió cierto trabajo de front-end, pero era más sencillo hacerlo en las fases alfa del juego, que más cerca del lanzamiento, o tras el lanzamiento.[60][61] Los desarrolladores esperan que la transición a Unreal Engine 5.1.1 esté completa en Febrero de 2023.[62][63] Anteriormente se había dicho que sería en Enero de 2023.[64]

What it provides in my opinion as person who enjoys PvP is it adds additional dynamics to what is possible from your opponent or from yourself. You know, if there is a ledge and jumping off that ledge is going to deal a lot of damage to me when I hit the ground and that puts me at a significant disadvantage, maybe I have an option to jump off the ledge at a point where I can mantle onto the side of a cliff or something. Now the give and take there is I won't be able to use my skills while I'm mantled. I won't be able to react easily, but I didn't have to take the fall damage per-se. Or if there's an obstruction and I'm going to take a significant reduction in speed so that I can crouch and make it past that, and now I have a effective line of sight has been obstructed as a result of that decision. I think it adds interesting elements to the battlefield and the key here is going to be making sure that it's not cumbersome- that it doesn't feel opposite of the flow of combat.[65]Steven Sharif

Nanite brings us really an entirely new approach to rendering and art workflows. Now we can render more actors with extremely high detail while eliminating the need to bake out normal map textures. For artists essentially what this means is that they can import high quality sculpted meshes directly into Unreal 5 without really having to reduce the poly count, making the workflow more efficient while simultaneously improving the quality of the art.[72]Steven Sharif

Lumen is going to greatly improve the visual fidelity and performance of the game with the reduced work and effort that's required by the art team, making Ashes of Creation much more beautiful than in UE4.[67]Steven Sharif

  • Las funciones de Unreal Engine 5 (como las "World partitions" y "One file per actor") facilitan enormemente el trabajo conjunto de varios desarrolladores.[60]
    • Las "World partitions" también permiten que los mapas de Unreal Engine 5 superen las limitaciones de tamaño de UE4 (~20 kilómetros cuadrados).[60]
Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[60]
A: While UE4 is a great engine, there are certain focuses and technological endeavors that Epic is doing on UE5 that won't necessarily be supported by UE4; and we want to make sure given the lifespan of Ashes and how long we intend this MMO to last, that when we made this decision early on during the development process that we weren't going to exacerbate the amount of effort it would take to move over later in the lifespan or after launch.[60]Steven Sharif

Ashes of Creation cuenta con un back-end Unreal Engine personalizado con código propietario para permitir combates masivosen mundo abierto: como Pvp, asedios de nodo, asedios a castillos, mazmorras y jefes de mundo.[73]

  • La solución de red distribuye dinámicamente los procesos y escala las instancias de servidor necesarias para adaptarse a la densidad de jugadores en todo el mundo..[74]

One of the most important things about Epic Games as the creators of Unreal Engine is the way they've allowed developers to have access to the source code. To be able to do that makes the engine very versatile.[75]Steven Sharif

  • La actualización a Unreal Engine 5 es principalmente un cambio en la parte frontal del juego. El código propietario no se ve afectado en absoluto.[76]

Over October and November, that's when McP and the engineers began to do the base migration of our custom code-base into UE5 see where there were any major issues. The great thing about UE5 is that it's mainly focused around updating the renderer- giving access to Nanite, Lumen global illumination- those are big components. There's other great aspects of it, but really it's a front-end change and it doesn't affect our networking layer. It doesn't affect our back-end code.[76]Steven Sharif

  • Desde el 24 de enero de 2022, todos los equipos utilizan Unreal Engine 5.[77]

Servidores

El mundo será el mismo en cada servidor, pero los nodos se desarrollarán de forma diferente. Diferentes servidores tendrán diferentes narrativas. Lo que sucede en un servidor pueden no suceder en otro.[78]

To answer your question about "what stops all servers from from progressing the same nodes," the answer to that question is "other players." Certain content is locked behind different nodes that develop. If we assume that at some point all of the information regarding node progression is available, not all players on a server may agree on what content they want access to, or that they want other players to have access to. Even if a certain perks from node progression are considered "best value" to players trying to solve a node meta, that doesn't mean all players on a server benefit from that in the same way. Because of this, some players make act against your best interests, because it isn't their best interest. Nodes define (and redefine) the world around you, influence points of interest, world quest lines, story arcs, drop tables, resource pools, and even spawn tables for NPCs and bosses. The cycle of nodes leveling and triggering events is something we expect to see play out in a variety of different ways, across different servers, based on how players choose to play Ashes of Creation.[79]Ry Schueller

Habrá multitud de servidores repartidos por las distintas regiones del mundo.[82]

  • Trás el lanzamiento, los usuarios podrán seleccionar su servidor en base al ping o la región que aparezca junto al servidor.[82]
  • La selección del servidor deAshes of Creation Apocalypse depende del líder del grupo. La región que haya seleccionado se aplicará a sus amigos y a su escuadrón.[82]

We'll have a multitude of servers located throughout to the various regions of the world; and those servers will be good connection points for- and will be driven by- I mean there's two types of servers I'm sorry: For the alpha-1 arena those will be driven by the party leader right; and wherever whatever region they have selected if they invite friends to their squad or whatever, they'll be able to play on that region. With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[82]Steven Sharif

Los desarroladores pueden publicar ocasionalmente estadísticas relacionadas con la población de los servidores y la composición de arquetipos/clases, pero no habrá una página oficial que muestre esta información.[83]

Regiones

Ashes of Creation se lanzará con las siguientes regiones de servidores :[84][85]

At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing.[92]Steven Sharif

Se considerarán otras regiones servidoras en función del interés.[86][85]

  • Se está considerando Sudamérica debido al tráfico de esa región.[93]

Once we get closer to launch we'll update this information, which may include additional regions.[86]

Algunas regiones tendrán un precio de suscripción "armonizados", que refleje mejor sus economías locales. Estas regiones estarán separadas de las demás.[94]

  • Los jugadores podrán crear personajes en el servidor que deseen. No habrá bloqueo de regiones (fuera de las regiones armonizadas).[95]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[95]Margaret Krohn

Tipos de servidores

Addons/mods

Los addons y los medidores de DPS y amenaza no se permitirán.[98][99][100][101]

My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed.[100]Steven Sharif
  • Los desarrolladores no quieren que se necesiten addons/mods para disfrutar del juego.[102]
  • Los desarrolladores creen que los medidores de DPS (parsers) pueden causar toxicidad y otros comportamientos negativos[99][103][101]
What role DPS meters provide in online communities that I've noticed in the past my experiences: they can be a bit toxic, they can be a bit exclusionary; and that's why we don't want the DPS meters.[99]Steven Sharif
Meters in my opinion are a removal from the game immersion; and what I mean by that isn't necessarily even the fact that having the meter takes you out of the game per-se, but it is- there's a lot of diegetic approach that you can take that doesn't rely on UI elements like a meter to indicate how you should do a thing; and when you're not utilizing those types of meters you can do different types of strategies and encounter design. You can have things that can be more subtle and aren't going to be immediately given away by a meter indicating something; and that's the type of gameplay that we think that I believe we want to emphasize; and for that reason, we're not going to be including threat meters. What we will be including however are animation indicators. We're going to be including ability indicators to show the tank "hey I might be losing aggro here." I'm observing in the world these immersive elements that are not tied to any specific type of UI, but indicate to me that this monster might be moving off to attack somebody else in a very immediate future; and now I should be using the abilities that I'm saving to regain that aggro, or to lock them down with a taunt or something. That to me is a bit more representative of the type of gameplay we want to to bring in our encounter design.[99]Steven Sharif
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • Habrá integraciones disponibles para servicios de transmisión como Twitch y algunos otros servicios, pero no es algo que se ofrecerá a través de una API por el momento.[104]
  • El diseño de la API del juego aún está bajo consideración.[105]

Logs de combate

Hay logs del combate en Ashes of Creation.[106]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[107]Steven Sharif

Hitos

December 2015 First team members were hired.[108]
February 2016 Ashes of Creation design documentation and prototyping.[109][108]
December 10, 2016 Official website was launched and project announced.[108]
January 18, 2017 Official discord was launched.[110]
May 2, 2017 Kickstarter crowdfunding campaign launched with $750,000 funding goal.[111]
June 3, 2017 Kickstarter crowdfunding campaign completed with 19,576 backers raising $3,271,809.[112]
June 2017 Game production began with a team size of 15-20.[109]
June 21, 2017 El verano de la financiación campaign launched.[113]
July 22, 2017 Summer crowdfunding campaign completed with 2,485 backers.[114]
September 1, 2017 PAX West 2017.[115][116]
November 4, 2017 Raised $16,500 for Extra Life children's hospitals.[117]
December 15, 2017 Alpha-0 released on schedule.[118]
March 19-23, 2018 Game Developers Conference (GDC) 2018.[119]
April 5, 2018 PAX East 2018.[120]
August 15, 2018 Last day for purchases of Alpha-1 through Intrepid pre-order packs.[121]
August 20, 2018 At Gamescom with My.com.[122]
August 27, 2018 100 developers working on Ashes of Creation.[123]
September 1, 2018 PAX West 2018 panel.[124]
October 19, 2018 Ashes of Creation Apocalypse battle royale (previously called Alpha-1 phase 1 battlegrounds).[125]
November 4, 2018 Raised $20,518 for Rady Children's hospital with Extra Life.[126]
April 15, 2019 60 developers working on Ashes of Creation at San Diego offices (following disengagement with Malaysian art team).[127]
November 3, 2019 Raised $20,901 for Rady Children's hospital with Extra Life.[128]
August 21, 2020 Announced a mutual parting of ways with publisher My.games.[29]
October 17, 2020 Almost 3,000,000 registered accounts for Ashes of Creation.[129]
October 17, 2020 ~87 developers working on Ashes of Creation.[130]
November 8, 2020 Raised $88,546 for Rady Children's hospital with Extra Life.[131]
February 26, 2021 Official ashesofcreation.com website redesign.[132]
May 5, 2021 Alpha-1 sales resumed with the announcement of the Adventurer pre-order pack.[133]
May 17, 2021 Verbal NDA was lifted from Alpha-1 testing.[134]
July 9, 2021 Alpha-1 no-NDA preview weekend began on schedule.[135]
July 11, 2021 Alpha-1 no-NDA preview weekend completed on schedule.[136]
July 14, 2021 Alpha-1 no-NDA month long test began on schedule.[137][138]
August 15, 2021 Alpha-1 no-NDA month long test completed on schedule.[139]
November 7, 2021 Raised $34,485 for Rady Children's hospital with Extra Life.[140]
December 23, 2021 Announced that Ashes of Creation is moving to Unreal Engine 5.[57][58]
January 14, 2022 Over 120 people working on Ashes of Creation.[141]
November 5, 2022 Raised $77,939 for Rady Children's hospital with Extra Life.[142]
August 31, 2023 Over 150 people working on Ashes of Creation.[143]
November 5, 2023 Raised $76,964 for Rady Children's hospital with Extra Life.[144]
December 19, 2023 Over 170 people working full-time on Ashes of Creation.[145][146]
March 1, 2024 188 employees working on Ashes of Creation.[147]

Accomplishments

  • MMORPG con más financiación de Kickstarter.[148]
  • Séptimo videojuego más financiado de Kickstarter.[149]
  • MMO más esperado – Premios a lo mejor de 2017 de MMORPG.com.[150]
  • MMORPG práctico de acceso anticipado más esperado – MMOs World.[151]
  • Gamescom 2018: Mejor juego independiente.[152]
  • Gamescom 2018: Mejor juego online.[152]
  • Mejor MMO independiente de 2020 – encuesta de los lectores de massivelyop.com.[153]
  • MMO más esperado de 2021 en adelante – encuesta de los lectores de massivelyop.com.[154]
  • TTop 10 de los mejores nuevos MMORPG para 2021 en adelante – Forbes.[155]
  • Mejor estudio de MMO de 2022 – MMOGames.[156]

Ver además

Referencias

  1. 1.0 1.1 A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
  2. 2.0 2.1 Transmisión en vivo, 2022-04-29 (21:00).
  3. 3.0 3.1 Transmisión en vivo, 2021-12-23 (1:23:41).
  4. Entrevista, 2018-10-20 (3:43:52).
  5. 5.0 5.1 transparency.png
  6. Transmisión en vivo, 2018-05-04 (39:41).
  7. A reactive world - Nodes.
  8. MMOGames interview, January 2017
  9. 9.0 9.1 design pillars.png
  10. 10.0 10.1 10.2 10.3 10.4 10.5 Entrevista, 2018-08-24 (8:35).
  11. CC effects do notapply to non-combatants.png
  12. 12.0 12.1 Entrevista, 2020-07-29 (9:02).
  13. steven-l2.png
  14. 14.0 14.1 Vídeo, 2018-04-05 (40:08).
  15. February 8, 2019 - Questions and Answers.
  16. Transmisión en vivo, 2020-07-25 (1:31:44).
  17. 17.0 17.1 Transmisión en vivo, 2020-11-30 (56:02).
  18. 18.0 18.1 Transmisión en vivo, 2020-07-25 (1:53:46).
  19. 19.0 19.1 kickstarter p2w.png
  20. 20.0 20.1 20.2 loot-boxes.png
  21. 21.0 21.1 Transmisión en vivo, 2020-07-25 (48:28).
  22. 22.0 22.1 Pódcast, 2018-08-04 (1:57:56).
  23. 23.0 23.1 RNG boxes.png
  24. Entrevista, 2021-06-13 (48:27).
  25. steven-multi-boxing-3.png
  26. steven-multiple-accounts.png
  27. steven-publishing-oce-sea.png
  28. Entrevista, 2018-08-21 (11:20).
  29. 29.0 29.1 29.2 Blog: New Adventure Awaits.
  30. ashes-steam.png
  31. apoc-offline.png
  32. 32.0 32.1 32.2 What languages will Ashes of Creation be in?
  33. 33.0 33.1 33.2 Entrevista, 2018-08-24 (2:35).
  34. 34.0 34.1 34.2 Transmisión en vivo, 2017-05-17 (1:09:22).
  35. 35.0 35.1 Transmisión en vivo, 2017-05-24 (45:49).
  36. spanish.png
  37. Entrevista, 2018-08-24 (3:19).
  38. 38.0 38.1 38.2 38.3 38.4 Transmisión en vivo, 2021-12-23 (48:45).
  39. 39.0 39.1 Transmisión en vivo, 2017-05-26 (38:30).
  40. Transmisión en vivo, 2017-05-24 (23:50).
  41. Transmisión en vivo, 2021-12-23 (1:10:09).
  42. RTX3070clarification.png
  43. Transmisión en vivo, 2021-12-23 (1:08:42).
  44. Transmisión en vivo, 2021-09-24 (52:48).
  45. Transmisión en vivo, 2019-12-17 (51:20).
  46. alpha-1-fps.png
  47. 47.0 47.1 Transmisión en vivo, 2023-01-27 (1:07:12).
  48. 48.0 48.1 Transmisión en vivo, 2018-08-17 (1:07:51).
  49. game system.jpg
  50. Transmisión en vivo, 2018-05-04 (43:35).
  51. Transmisión en vivo, 2020-07-25 (54:10).
  52. Transmisión en vivo, 2019-11-22 (1:08:05).
  53. steven-server-performance.png
  54. steven-a1-stress-test.png
  55. Transmisión en vivo, 2021-03-26 (12:34).
  56. 56.0 56.1 What are the minimum and recommend computer specifications for Alpha Two?
  57. 57.0 57.1 57.2 57.3 Vídeo, 2021-12-23 (0:00).
  58. 58.0 58.1 Transmisión en vivo, 2021-12-23 (19:59).
  59. unreal.jpg
  60. 60.0 60.1 60.2 60.3 60.4 60.5 Transmisión en vivo, 2021-12-23 (40:53).
  61. Transmisión en vivo, 2021-12-23 (50:50).
  62. Transmisión en vivo, 2023-02-24 (1:14:41).
  63. Transmisión en vivo, 2023-01-27 (1:07:46).
  64. Transmisión en vivo, 2022-12-02 (55:48).
  65. 65.0 65.1 Transmisión en vivo, 2021-12-23 (55:32).
  66. Vídeo, 2021-12-23 (23:53).
  67. 67.0 67.1 Transmisión en vivo, 2021-12-23 (54:00).
  68. Transmisión en vivo, 2021-12-23 (52:52).
  69. Vídeo, 2021-12-23 (2:54).
  70. Transmisión en vivo, 2021-12-23 (49:39).
  71. Transmisión en vivo, 2021-12-23 (42:09).
  72. Transmisión en vivo, 2021-12-23 (52:58).
  73. Transmisión en vivo, 2017-05-03 (26:50).
  74. steven-networking.png
  75. Transmisión en vivo, 2017-05-24 (54:54).
  76. 76.0 76.1 Transmisión en vivo, 2021-12-23 (47:51).
  77. Transmisión en vivo, 2022-01-28 (7:26).
  78. Transmisión en vivo, 2017-05-19 (37:03).
  79. roshen servers.png
  80. Official Livestream - May 4th @ 3 PM PST - Q&A
  81. Transmisión en vivo, 2023-01-27 (4:18).
  82. 82.0 82.1 82.2 82.3 Transmisión en vivo, 2018-09-27 (48:13).
  83. 83.0 83.1 Transmisión en vivo, 2021-11-19 (52:35).
  84. Entrevista, 2017-05-08 (22:06).
  85. 85.0 85.1 Transmisión en vivo, 2017-05-24 (40:50).
  86. 86.0 86.1 86.2 86.3 86.4 86.5 server-locations.png
  87. 87.0 87.1 na and eu servers.jpg
  88. 88.0 88.1 88.2 88.3 Ashes of Creation FAQ: Where will your servers be?
  89. 89.0 89.1 servers SEA OCE.png
  90. steven-oce-servers.png
  91. Reddit Q&A, 2019-01-8.
  92. Transmisión en vivo, 2018-04-8 (AM) (26:41).
  93. Transmisión en vivo, 2018-07-09 (47:54).
  94. Transmisión en vivo, 2020-07-25 (1:21:03).
  95. 95.0 95.1 margaret-region-locking.png
  96. Transmisión en vivo, 2017-05-10 (35:27).
  97. MMORPG Interview, 2016-12-12.
  98. Entrevista, 2023-09-10 (34:51).
  99. 99.0 99.1 99.2 99.3 99.4 Transmisión en vivo, 2023-02-24 (1:19:29).
  100. 100.0 100.1 Ashes of Creation Forums - No Damage Meter?
  101. 101.0 101.1 Transmisión en vivo, 2017-05-10 (20:02).
  102. Entrevista, 2018-10-20 (6:29).
  103. Transmisión en vivo, 2020-04-30 (1:28:19).
  104. Entrevista, 2018-05-11 (49:03).
  105. Transmisión en vivo, 2017-05-10 (21:41).
  106. Ashes of Creation Forums - No Damage Meter?
  107. Ashes of Creation Forums - No participation trophy.
  108. 108.0 108.1 108.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
  109. 109.0 109.1 steven-milestones.png
  110. Ashes Discord.png
  111. Ashes of Creation Kickstarter campaign
  112. Ashes of Creation Kickstarter.
  113. Summer Crowdfunding.png
  114. summerended.png
  115. PAX West 2017 Schedule.
  116. PAX West 2017 Map.
  117. Intrepid Studios Dev Team.
  118. Transmisión en vivo, 2018-01-18 (2:48).
  119. GDC.png
  120. PAX East.png
  121. Newsletter, 2018-08-7
  122. gamescom.png
  123. Ashes of Creation Gamescom 2018 Interview: Responding to Criticism.
  124. Newsletter, 2018-08-7
  125. alpha1-phase-1-update.png
  126. Intrepid Studios Extra Life 2018 (@MediaAoC).
  127. Entrevista, 2019-04-15 (5:09).
  128. extralife2019.png
  129. Entrevista, 2020-10-17 (18:36).
  130. Entrevista, 2020-10-17 (56:55).
  131. extralife2020.png
  132. Transmisión en vivo, 2021-02-26 (9:51).
  133. Ashes of Creation Store: May cosmetics.
  134. steven-a1-verbal-nda.png
  135. Ashes of Creation Twitter - Alpha-1 Preview Weekend Begins
  136. steven-a1preview-end.png
  137. toast-a1-launch.png
  138. Guide to Alpha One.
  139. alpha-1-end.png
  140. extralife2021.png
  141. Entrevista, 2022-01-14 (9:11).
  142. extralife2022.png
  143. Transmisión en vivo, 2023-08-31 (2:16:45).
  144. extralife2023.png
  145. Steven Sharif Christmas message, 2023.
  146. Transmisión en vivo, 2023-12-19 (1:32:23).
  147. steven-employees.png
  148. kickstarter most funded MMORPG.png
  149. kickstarter most funded video game.png
  150. MMORPG.com's Best of 2017 Awards.
  151. Most Anticipated MMORPGs For 2018.
  152. 152.0 152.1 DualShockers’ Gamescom 2018 Awards
  153. MassivelyOP 2020 awards reader's poll.
  154. MassivelyOP reader's poll.
  155. Forbes: Top 10 Best Upcoming New MMORPGs For 2021 And Beyond
  156. Twitter - MMOGames.