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Ashes of Creation puise son inspiration dans plusieurs MMORPGS.[1]

Lorsque l'on s'interroge sur ce qui a été fait avant, on regarde toujours qui a fait quoi le mieux et on essaie de s'en inspirer: Faire avancer le genre; mettre les choses au goût du jour.[1]Jeffrey Bard

While Ashes of Creation took inspiration from Lineage II (and other games) it has also addressed several flaws in the implementation of those games.[2][3][4][1] The approach of the flagging system in Ashes of Creation is to further disincentivize griefing while still allowing the system to keep risk relevant in the open-world setting.[2]

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.[2]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.[2]Steven Sharif

  • Corruption gain takes into account level disparity between the attacker and the player that was killed. The greater the disparity the higher the corruption accrued.[3][5][6][7][8] Corruption penalties occur as the corruption is gained.[9]

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.[10]Steven Sharif

  • Non-combatants can attack corrupted players without flagging themselves as combatants.[10][12]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[10][21]


Aperçu de la refonte du site web de Ashes of Creation (WIP).[22]

Ashes of Creation prend place dans un cadre médiéval fantastique, mêlant imagination et graphismes de pointe. Nous remettons le mot massif au centre du "massivement multijoueur" avec des mécanismes uniques et novateurs qui donneront un sens à l'action des joueurs. Ashes of Creation intégrera les meilleurs éléments des MMORPG traditionnels avec des concepts sandbox innovants. Vous choisirez votre destin à chaque occasion. Les lignes de quêtes s'ouvriront et se fermeront en fonction des interactions des joueurs avec leur monde, car il s'agit d'un monde où les choix ont des conséquences. Des monstres errent et deviennent de plus en plus féroces à mesure que la civilisation perturbe l'ordre naturel des choses. De l'emplacement des villes à leur taille, vous déterminerez le paysage de votre monde. Il sera unique par sa culture, son écologie et son économie.[23]

Ashes of Creation est un MMORPG à venir qui se déroule dans un monde de "haute fantaisie" où les différents choix des joueurs façonnent et définissent le monde qui les entoure.[24]

Ashes of Creation à une approche unique de l'expérience MMO. La structure de notre monde est dynamique et conçue pour réagir aux actions de nos joueurs. Les cités s'élèveront et s'effondreront, leurs populations étant basées sur l'histoire du monde telle que les joueurs l'ont créée. Les quêtes se débloquent au fur et à mesure que ces populations grossissent, que leurs besoins augmentent et que des secrets soient révélés. Étant donné que l'environnement des PNJ à travers le jeu est établie en temps réel, les joueurs auront donc la possibilité de détruire ce qu'ils ont créé, ouvrant la voie à un nouveau développement, à de nouvelles populations et à un véritable changement. Les luttes et intrigues politiques joueront un rôle très important dans la structure de votre monde. L'époque des mondes statiques est révolue, le changement est là pour rester.[23]

Le nom original du projet pour Ashes of Creation était The World of Origins.[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.[8]Steven Sharif

Ashes of Creation is a PvX game built on the foundational principle of risk versus reward. The developers may seek feedback and make changes to portions of the game, but the core design pillars of the game will never be changed.[26][27][28][29][30]

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.[29]Steven Sharif
  • Ashes of Creation is referred to by the developers as a "themebox" or "sandpark" game as they aim to create a reactive player-driven world accompanied by curated content.[24][8]
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.[24]
Q: How do you go about designing some of the more old school systems such as XP debt, minimal fast travel, and open world raiding that have really gone away for the most part in modern MMOs?
A: When looking at the reasoning behind why some of those old systems existed, a lot of it was centralized around the idea of risk versus reward. I mean, let's take a look at the three that you name, XP debt, minimal fast travel, and open world raiding. Experience debt is a cost of failure. Experience debt is the bite of not achieving success. If I die to a monster because my strategy was bad, because my performance was bad, because my planning was bad: all of that means that debt is the cost I pay for the bad choice... Minimal fast travel: My location matters; and the time it travels there is the cost I pay. Open world raiding: I'm not the only person interested in completing this objective. I have competition. That competition represents pressure. That pressure represents a desire to succeed and perform. All of those are touch points on player emotional connectivity. There is a reason why I want to succeed: Part of that reason can be incentivization through reward; part of that reason can be distance; it can be incentivization through failure. So that I think are one of the core fundamental philosophies as to how you design some of the more old-school systems.[31]Steven Sharif

Piliers de conception

The design of Ashes of Creation adheres to five main pillars.[32]

  1. Histoire engageante et immersive
  2. Monde réactif
  3. Interaction joueur
  4. Agence de joueur
  5. Risk vs reward

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.[32]

Histoire engageante et immersive

Topics that reflect the past and the present of Verra.

Monde réactif

Topics that describe how the world of Verra evolves based on player activity.

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.[35]Margaret Krohn

Interaction joueur

Game systems and mechanics that foster player interaction.

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.[37]

Agence de joueur

Systems that grow and shape player experiences in the game.

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.[39]Steven Sharif

Risque contre récompense

Pre-alpha arenas.[40]

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.[41]Steven Sharif

Activities that reward daring adventurers and foster meaningful conflict.

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.[42]Steven Sharif

Voir également

Les références