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Différences entre les pages « Social organizations » et « Design pillars »

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[[Social organizations]] are ways for players to interact with the world around them in a different manner. Social organizations function a little bit like factions. They are about creating micro communities within the game.<ref name="social">[[File:social orgs.png|350px]]</ref>
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The design of [[Ashes of Creation]] adheres to five main pillars.<ref>[[File:design pillars.png|500px]]<br/>''Source:'' [https://www.ashesofcreation.com/a-world-with-consequences/ Ashes of Creation - A world with consequences]</ref>
  
== Joining ==
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== Engaging and Immersive Story ==
  
Players may only pledge loyalty to one social organisation.<ref name="social"/>
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== Reactive World ==
  
== Leaving ==
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== Player Interaction ==
  
A player can switch organizations, but will lose progress in their previous organization.<ref name="social"/>
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== Player Agency ==
  
== Benefits ==
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== Risk vs Reward ==
 
 
These organizations may relate to which bosses might need to be killed first and may affect building progression of a [[Nodes|node]].<ref name="social"/>
 
 
 
== Progression ==
 
 
 
A player progresses through the organisation by accomplishing [[Quests|tasks or quests]].<ref name="social"/>
 
 
 
* There are hierarchical paths pertaining to specific questlines for the organization's thematic.
 
<blockquote>For example, a [[Thieves guild]] may have objectives and quests toward securing a particular item to level up within the organization.</blockquote>
 
 
 
== See also ==
 
 
 
* [[Guilds]]
 
  
 
{{Notes}}
 
{{Notes}}
  
[[Category:Reactive world]]
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[[Category:Development]]

Version du 16 octobre 2017 à 06:56

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

Engaging and Immersive Story

Reactive World

Player Interaction

Player Agency

Risk vs Reward

Les références