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(Created page with "thumb|450px|start=2|[[Alpha-0 Dünir Dünheim Dungeon Design von Michael Bacon.{{livestream|18. Januar 2018|16m34|mD1q3aT...") |
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* [[Guilds|Gilden]], [[Guild halls|Gildenhallen]], [[Guild fortresses|Gildenfestungen]], [[Guild castles|Gildenburgen]] | * [[Guilds|Gilden]], [[Guild halls|Gildenhallen]], [[Guild fortresses|Gildenfestungen]], [[Guild castles|Gildenburgen]] | ||
* [[Group dynamics|Gruppendynamik]], [[Looting|Looten]] | * [[Group dynamics|Gruppendynamik]], [[Looting|Looten]] | ||
+ | * [[Affiliations|Zugehörigkeiten]] | ||
* [[Social organizations|Soziale Organisationen]] | * [[Social organizations|Soziale Organisationen]] | ||
* [[Monster coins|Monster Münzen]] | * [[Monster coins|Monster Münzen]] |
Revisión del 10:41 21 oct 2018
Spielsysteme und -mechanismen, die die Interaktion der Spieler fördern.
- Mazmorras, Incursiones, Kampf
- Gilden, Gildenhallen, Gildenfestungen, Gildenburgen
- Gruppendynamik, Looten
- Zugehörigkeiten
- Soziale Organisationen
- Monster Münzen
- Gesellschaftsspiele
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.[4]