Open development
Intrepid Studios has embraced an open (transparent) development approach, rather than sharing information through carefully curated press releases and announcements.[1]
- Player feedback is important, but the developers will not change what they consider to be the core identity and vision for the game.[2][3][4][5][6]
- Player feedback is important, however the identity and the vision of the game is not up for discussion; and so when we talk about the core systems and tenets and philosophies behind what the game that we're trying to make is, we believe that the game we are trying to make resonates with a large enough section of the MMORPG player base that it is a sustainable and profitable venture for us to create that core game. Now, the ancillary systems that live around the core philosophy of Ashes of Creation, or the subtleties and what we need to do in order to make a particular system or feature better... that we want to collect player feedback.[3] – Steven Sharif
- Some game aspects will be more polished than others before they are presented.[7]
- 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.[7] – 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
- The purpose of transparent development is to enable participation and feedback from the community without the need to purchase access.[8]
- 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.[8] – 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.[9] – Steven Sharif
- 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.[10] – Steven Sharif
Design
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.[2][3][4][5][6]
- 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.[5] – 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.[13][12]
- 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.[13]
- 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.[14] – Steven Sharif
Piliers de conception
The design of Ashes of Creation adheres to five main pillars.[15]
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.[15]
Inspiration
Ashes of Creation puise son inspiration dans plusieurs MMORPGS.[16]
- Eve Online pour son économie gérée par région et risk vs reward pour le système de caravanes.
- ArcheAge pour le système de construction, le système de caravanes et de combats navals.
- Lineage II pour les sièges de forteresses, le système de flagging, le PvP en monde ouvert et le développement de guilde.
- Star Wars Galaxies pour le système d'artisanat.
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.[16] – Jeffrey Bard
End-game
Ashes of Creation will not have a typical end-game where content is essentially static and repetitive. Instead, max-level characters will be able to engage with many different gameplay loops that open up based on how the world progresses over time.[17][18]
- Endgame to me communicates static. It is static structure. Okay, you've entered this loop, now and this is your end-game loop that you will repeat over and over. Whereas instead, the approach for Ashes is you have now reached a point where all of these loops are relevant; and the loops are present to you depending on how the community engages the world. And it's up to you to identify the most promising loops because you have a finite amount of time and resources in which you can engage with them. And that's then where strategy becomes a part of the picture: How will I choose to engage with these loops to maximize my return, or to maximize the specific benefit I wish to bring in individual, group, myself, or guild.[17] – Steven Sharif
- 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.[18] – Jeffrey Bard
Scope creep
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.[19] – Steven Sharif
Pay to win
Ashes of Creation will not be pay to win.[20][21][22]
- 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.[22]
- 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.[21] – 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.[20] – Steven Sharif
Inventaire slots, RNG loot boxes and XP potions are considered pay-to-win.[23][24][25][26]
- There will not be level boosts or auto-leveling.[27]
- There will not be a loot box system in Ashes of Creation.[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.[23]
- Multiple accounts and multi-boxing on separate computers is not currently considered pay-to-win.[24][28][29]
- 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.[25] – Steven Sharif
- Items sold in the store that are also obtainable through gameplay are still considered pay-to-win.[30]
- It undermines an achievement when you remove the need to achieve it.[30] – Steven Sharif
- Q: Will there be RNG boxes?
- A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[26] – Steven Sharif
Publishers
Intrepid Studios will self-publish Ashes of Creation in the NA (North American), OCE (Oceanic) and SEA (Southeast Asia) regions.[31][32]
- Intrepid Studios will be opening offices in Amsterdam to help support their publishing operations in the EU (European Union) and CIS regions.[33]
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.[33] – Steven Sharif
The Ashes of Creation MMORPG will not be published on the Steam platform.[34]
- Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020. It was previously available for download on the official website and on Steam.[35]
Localization/Translation
Ashes of Creation is aiming to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese.[36][37][38][39]
- Previously it was stated that English, French, German, and Russian will be supported then Italian, Polish and Spanish be added later.[37][40]
- Other languages are being considered based on interest.[36][38][39]
- Interface utilisateur localization tools are available in the chat window.[41]
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.[36]
Serveurs won't be language locked.[38]
Platforms
Ashes of Creation will be released on the Windows PC platform.[42][43]
- Console support may be added at a later point.[42][43]
- Native Linux support may be possible in future.[42][44]
- Q: Will the upgrade to UE5 affect the supported systems? A lot of people are like linux question mark.[42]
- 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.[42] – Steven Sharif
Performance
Ashes of Creation was performing at 50-60 FPS on a 1080 Ti during early Alpha-1 testing.[49]
- Game settings allow players to fine tune performance to suit their preferences and hardware capabilities.[50][51][52]
- A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[53][54][52]
- I think you guys will agree with me here that effects now are, as opposed to where they were in Alpha-1, we've taken into account what people's feedback were, although it was always the case we were going to address them; and we've implemented them in such a way where they're more conducive to large player battles.[50] – Steven Sharif
Alpha system requirements
Configuration minimale requise pour l'Alpha-test de Ashes of Creation.[57] Ces spécifications système n'ont pas été changées pour l'Unreal Engine 5.[58][59]
- Système d'exploitation : Windows 10 64-Bit
- Processeur : Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
- Carte graphique : Nvidia GeForce GTX 460 / AMD Radeon 6870 HD avec 1GB et DirectX 12
- Mémoire vive : 6 GB RAM
- Réseau : Connexion internet haut débit
- Stockage: 35 GB d'espace disque disponible
- Carte de son : Carte son compatible DirectX
Configuration recommandée.[57]
- Système d'exploitation : Windows 10 64-Bit
- Processeur : Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
- Carte graphique : Nvidia GeForce GTX 1060 / AMD Radeon R9 Fury avec 4GB et DirectX 12
- Mémoire vive : 16 GB RAM
- Réseau : Connexion internet haut débit
- Stockage: 35 GB d'espace disque disponible
- Carte de son : Carte son compatible DirectX
Unreal Engine 5
Unreal Engine 5 is the graphical engine for Ashes of Creation.[60][61] The game was originally developed in Unreal Engine 4.[62] Migrating to UE5 early is expected to save time the long run compared to upgrading closer to release, or post-release.[63][64]
- The recommended system specs for the game have not changed for Unreal Engine 5.[58][59]
- Unreal Engine 5 enables improved forms of locomotion/animation (motion warping), such as crouching, tilting and mantling.[65][66]
- 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
- 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
- Nanite enables increased graphical fidelity in the game (without excessive overhead).[67][68][69][63]
- 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.[70] – Steven Sharif
- Features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[63]
- World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[63]
- Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[63]
- 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.[63] – Steven Sharif
- Ashes of Creation features a custom network back-end with proprietary Unreal Engine networking code to enable mass combat in the open world: such as JcJ, Sièges de Nœuds, Siège de Château, Donjons and Bosses d'extérieur.[71][72]
- The upgrade to Unreal Engine 5 was primarily a change to the front-end side of the game. The custom back-end networking code remains largely unaffected.[73]
- As of January 24, 2022 all teams have moved over to Unreal Engine 5.[74]
- The developers were able to transition to Unreal Engine 5.1.1 in February 2023 as part of milestone 4.[75][76][77]
- The upgrade to Unreal Engine 5.2 was completed. The developers expect to start upgrading to 5.3 around the end of 2023.[78][79]
- At some point the developers intend to stop updating Unreal Engine until post-launch. This decision will be based on careful consideration of potential delays and other risks.[80]
- Q: What is your stance in regards to focusing on delivering an MVP versus continuously upgrading your tools and engine to deliver a better product with new tech, even if that results in delays or additional years of development like UE 5.2, maybe 5.3 etc?
- A: Our technical teams, especially our network team, our ICS teams, our gameplay engineering teams, they convene and weigh when our next update should be on the engine side: What new technologies might bring benefit overall. My perspective on how we balance the need for integration of new technology versus the responsibility we have in a timely manner to provide testing sessions that get us closer to the launch date; that's a delicate balance. I would say generally our disposition is not to incorporate new technologies that yield some significant amount of delay on the development side. We very much take the perspective that we're capable of adjusting and/or integrating those new technologies post-milestone, post-launch if necessary. At some point we'll stop updating the Unreal Engine in development until launch. That point hasn't come yet, but of course the larger the project grows and on the more custom we make the engine for our back-end needs; and for whatever else merge conflicts can occur- those mergers can become big and painful; and the update process gets more painful. So to answer your question shortly, we have a team that evaluates what direction we need to take there; and at the top of my mind is always, let's not incorporate delays as a result of leveraging new technologies.[80] – Steven Sharif
Serveurs
The world will be the same on each server, but Nœuds will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[81][82][12]
- 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.[81] – Ry Schueller
- Serveurs will be named after the champions of the great battles that led up to the fall of Verra.[83]
- There will be a multitude of servers located throughout the various regions of the world.[84]
- Server selection will show the region where the server is located and/or the ping to that server.[84]
- 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.[84] – Steven Sharif
- The developers may occasionally release stats relating to server populations and archetype/class makeup, but there isn't going to be an official page that surfaces this information.[85]
- Stats are available on a per-guild basis, subject to a permissions structure.[85]
- Server-firsts will be able to be captured and collected on memory fragments that players can collect in-game so they may relive their experiences.[86]
Regions
Ashes of Creation will launch with the following server regions:[87][88]
- North America (NA).[89][90][91]
- Europe (EU).[89][90][91]
- Asia/Pacific (SEA).[89][91][92]
- Oceania (OCE) (Australia).[89][91][92]
- The likelihood is very high for Sydney or Melbourne based OCE servers.[93]
- OCE servers may not be provisioned until Beta for Ashes of Creation (the MMO) and live launch for Ashes of Creation Apocalypse.[94]
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.[95] – Steven Sharif
Other server regions will be considered based on interest.[89][88]
- South America is under consideration due to traffic from that region.[96]
Once we get closer to launch we'll update this information, which may include additional regions.[89]
Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[97]
- Players will be able to make characters on any server they wish. There will be no region locking (outside of harmonized regions).[98]
Folks have always been able to make characters on any server they wish. We are not region locking anyone.[98] – Margaret Krohn
Server types
- Il n'y aura pas de serveur séparé dédié au jeu de rôle.[99]
- Il n'y aura pas de serveur séparé pour le JcE et le JcJ.[100]
Addons/mods
En général, les addons ne seront pas autorisés.[101]
- Les développeurs ne veulent pas que les addons/mods soient nécessaire pour vivre une bonne expérience de jeu.[102]
- Les développeurs pensent que les DPS Meters peuvent avoir des effets négatifs.[101]
- Il y aura des tableaux de scores.[103]
- Le design de l'API du jeu est toujours en développement.[104]
- Il y aura des outils disponible pour le streaming notamment pour Twitch et quelques autres services, mais ces outils ne seront pas accessibles depuis un API.[105]
nous voulons rendre l'UI et la représentation des données customisables, mais nous ne voulons pas rendre le jeu moddable pour l'instant. Nous changerons peut-être d'avis, mais ce n'est pas prévu à la sortie.[105] – Steven Sharif
Nous voulons que le studio puisse offrir le plus possible par lui-même... Nous ne voulons pas d'addons.[102] – Steven Sharif
Journal de combat
There are combat logs in 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
Étapes
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 | Summer crowdfunding 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.[33] |
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.[60][61] |
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 le plus financé sur Kickstarter.[148]
- 7ème jeu vidéo le plus financé sur Kickstarter.[149]
- MMO le plus attendu – MMORPG.com's Best of 2017 Awards.[150]
- Accès anticipé le plus attendu pour un MMORPG – MMOs World.[151]
- Gamescom 2018: Meilleur jeu indépendant.[152]
- Gamescom 2018: Meilleur jeu en ligne.[152]
- Meilleur MMO indépendant de 2020 – sondage des lecteurs de massivelyop.com.[153]
- MMO le plus attendu de 2021 et au-delà – sondage des lecteurs de massivelyop.com.[154]
Voir également
Les références
- ↑ 1.0 1.1 A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
- ↑ 2.0 2.1 Direct, 2023-07-28 (1:30:11).
- ↑ 3.0 3.1 3.2 Direct, 2023-04-07 (55:22).
- ↑ 4.0 4.1 Direct, 2023-03-31 (1:00:16).
- ↑ 5.0 5.1 5.2 Direct, 2022-10-28 (32:52).
- ↑ 6.0 6.1 Direct, 2017-06-01 (37:39).
- ↑ 7.0 7.1 Direct, 2022-04-29 (21:00).
- ↑ 8.0 8.1 Direct, 2021-12-23 (1:23:41).
- ↑ Entrevue, 2018-10-20 (3:43:52).
- ↑ 10.0 10.1
- ↑ Direct, 2018-05-04 (39:41).
- ↑ 12.0 12.1 12.2 MMOGames interview, January 2017
- ↑ 13.0 13.1 A reactive world - Nodes.
- ↑ Direct, 2023-04-07 (40:30).
- ↑ 15.0 15.1
- ↑ 16.0 16.1 Entrevue, 2018-08-24 (8:35).
- ↑ 17.0 17.1 Entrevue, 2023-07-09 (42:51).
- ↑ 18.0 18.1 Vidéo, 2018-04-05 (40:08).
- ↑ Direct, 2020-07-25 (1:31:44).
- ↑ 20.0 20.1 Direct, 2020-11-30 (56:02).
- ↑ 21.0 21.1 Direct, 2020-07-25 (1:53:46).
- ↑ 22.0 22.1
- ↑ 23.0 23.1 23.2
- ↑ 24.0 24.1 Direct, 2020-07-25 (48:28).
- ↑ 25.0 25.1 Podcast, 2018-08-04 (1:57:56).
- ↑ 26.0 26.1
- ↑ Entrevue, 2021-06-13 (48:27).
- ↑
- ↑
- ↑ 30.0 30.1
- ↑
- ↑ Entrevue, 2018-08-21 (11:20).
- ↑ 33.0 33.1 33.2 Blog: New Adventure Awaits.
- ↑
- ↑
- ↑ 36.0 36.1 36.2 What languages will Ashes of Creation be in?
- ↑ 37.0 37.1 37.2 Entrevue, 2018-08-24 (2:35).
- ↑ 38.0 38.1 38.2 Direct, 2017-05-17 (1:09:22).
- ↑ 39.0 39.1 Direct, 2017-05-24 (45:49).
- ↑
- ↑ Entrevue, 2018-08-24 (3:19).
- ↑ 42.0 42.1 42.2 42.3 42.4 Direct, 2021-12-23 (48:45).
- ↑ 43.0 43.1 Direct, 2017-05-26 (38:30).
- ↑ Direct, 2017-05-24 (23:50).
- ↑ Direct, 2021-12-23 (1:10:09).
- ↑
- ↑ Direct, 2021-12-23 (1:08:42).
- ↑ Direct, 2021-09-24 (52:48).
- ↑
- ↑ 50.0 50.1 Direct, 2023-04-28 (1:03:41).
- ↑ Direct, 2023-01-27 (1:07:12).
- ↑ 52.0 52.1 Direct, 2018-08-17 (1:07:51).
- ↑ Direct, 2020-07-25 (54:10).
- ↑ Direct, 2019-11-22 (1:08:05).
- ↑ 55.0 55.1
- ↑ Direct, 2021-03-26 (12:34).
- ↑ 57.0 57.1 What are the minimum requirements for Alpha?
- ↑ 58.0 58.1 Direct, 2021-12-23 (49:39).
- ↑ 59.0 59.1 Direct, 2021-12-23 (42:09).
- ↑ 60.0 60.1 60.2 60.3 Vidéo, 2021-12-23 (0:00).
- ↑ 61.0 61.1 Direct, 2021-12-23 (19:59).
- ↑
- ↑ 63.0 63.1 63.2 63.3 63.4 63.5 63.6 Direct, 2021-12-23 (40:53).
- ↑ Direct, 2021-12-23 (50:50).
- ↑ 65.0 65.1 Direct, 2021-12-23 (55:32).
- ↑ Vidéo, 2021-12-23 (23:53).
- ↑ 67.0 67.1 67.2 Direct, 2021-12-23 (54:00).
- ↑ 68.0 68.1 Direct, 2021-12-23 (52:52).
- ↑ 69.0 69.1 Vidéo, 2021-12-23 (2:54).
- ↑ Direct, 2021-12-23 (52:58).
- ↑ Direct, 2023-10-31 (1:37:17).
- ↑ Direct, 2017-05-03 (26:50).
- ↑ Direct, 2021-12-23 (47:51).
- ↑ Direct, 2022-01-28 (7:26).
- ↑ Direct, 2023-03-31 (1:10:30).
- ↑ Direct, 2023-02-24 (1:14:41).
- ↑ Direct, 2023-01-27 (1:07:46).
- ↑
- ↑ Direct, 2023-04-07 (1:21:29).
- ↑ 80.0 80.1 Direct, 2023-03-31 (1:27:15).
- ↑ 81.0 81.1
- ↑ Direct, 2017-05-19 (37:03).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 84.0 84.1 84.2 Direct, 2018-09-27 (48:13).
- ↑ 85.0 85.1 Direct, 2021-11-19 (52:35).
- ↑ Direct, 2023-01-27 (4:18).
- ↑ Entrevue, 2017-05-08 (22:06).
- ↑ 88.0 88.1 Direct, 2017-05-24 (40:50).
- ↑ 89.0 89.1 89.2 89.3 89.4 89.5
- ↑ 90.0 90.1
- ↑ 91.0 91.1 91.2 91.3 Ashes of Creation FAQ: Where will your servers be?
- ↑ 92.0 92.1
- ↑
- ↑ Reddit Q&A, 2019-01-8.
- ↑ Direct, 2018-04-8 (AM) (26:41).
- ↑ Direct, 2018-07-09 (47:54).
- ↑ Direct, 2020-07-25 (1:21:03).
- ↑ 98.0 98.1
- ↑ Direct, 2017-05-10 (35:27).
- ↑ MMORPG Interview, 2016-12-12.
- ↑ 101.0 101.1 Direct, 2017-05-10 (20:02).
- ↑ 102.0 102.1 Entrevue, 2018-10-20 (6:29).
- ↑ Direct, 2017-05-10 (43:27).
- ↑ Direct, 2017-05-10 (21:41).
- ↑ 105.0 105.1 Entrevue, 2018-05-11 (49:03).
- ↑ Ashes of Creation Forums - No Damage Meter?
- ↑ Ashes of Creation Forums - No participation trophy.
- ↑ 108.0 108.1 108.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
- ↑ 109.0 109.1
- ↑
- ↑ Ashes of Creation Kickstarter campaign
- ↑ Ashes of Creation Kickstarter.
- ↑
- ↑
- ↑ PAX West 2017 Schedule.
- ↑ PAX West 2017 Map.
- ↑ Intrepid Studios Dev Team.
- ↑ Direct, 2018-01-18 (2:48).
- ↑
- ↑
- ↑
- ↑ Ashes of Creation Gamescom 2018 Interview: Responding to Criticism.
- ↑
- ↑ Intrepid Studios Extra Life 2018 (@MediaAoC).
- ↑ Entrevue, 2019-04-15 (5:09).
- ↑
- ↑ Entrevue, 2020-10-17 (18:36).
- ↑ Entrevue, 2020-10-17 (56:55).
- ↑
- ↑ Direct, 2021-02-26 (9:51).
- ↑ Ashes of Creation Store: May cosmetics.
- ↑
- ↑ Ashes of Creation Twitter - Alpha-1 Preview Weekend Begins
- ↑
- ↑
- ↑ Guide to Alpha One.
- ↑
- ↑
- ↑ Entrevue, 2022-01-14 (9:11).
- ↑
- ↑ Direct, 2023-08-31 (2:16:45).
- ↑
- ↑ Steven Sharif Christmas message, 2023.
- ↑ Direct, 2023-12-19 (1:32:23).
- ↑
- ↑
- ↑
- ↑ MMORPG.com's Best of 2017 Awards.
- ↑ Most Anticipated MMORPGs For 2018.
- ↑ 152.0 152.1 DualShockers’ Gamescom 2018 Awards
- ↑ MassivelyOP 2020 awards reader's poll.
- ↑ MassivelyOP reader's poll.