Pilares de design

Fonte: Ashes of Creation Wiki
Revisão em 15h55min de 1 de outubro de 2018 por Herdo (discussão | contribs)

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O design de Ashes of Creation adere a cinco Pilares de Design.[1]

  1. História imersiva
  2. Mundo reativo
  3. Interação entre jogadores
  4. Agência do Jogador
  5. Risco vs Recompensa

Ao projetar o Ashes of Creation, nós aderimos cada detalhe a cinco pilares principais: História Imersiva, um Mundo Reativo, Interação entre Jogadores, Agência do Jogador, e Risco vs Recompensa. Mesmo no ambiente, tudo o que você, como jogador, faz, vai amarrar a estes pilares, enquanto tudo o que sua guilda faz, tudo o que seu servidor faz, no final das contas, vai manter o mundo fresco, sempre em mudança e, o mais importante... excitante.[1]

Histórico

Originalmente existiam "quatro" pilares de design: Economia, Nodes, Risco vs Recompensa and Narrativa.[2]

Inspiration

Ashes of Creation has taken inspiration from various other MMORPG titles.[3]

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.[3]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.[5]Steven Sharif

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