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Game systems and mechanics that foster player interaction. | Game systems and mechanics that foster player interaction. | ||
− | * [[Dungeons]] | + | * [[Dungeons]] | [[Raids]] | [[Combat]] |
− | * [[Guilds]] | + | * [[Guilds]] | [[Guild halls]] | [[Guild fortresses]] | [[Guild castles]] |
− | * [[Group dynamics]] | + | * [[Group dynamics]] | [[Looting]] |
* [[Affiliations]] | * [[Affiliations]] | ||
* [[Social organizations]] | * [[Social organizations]] |
Version du 24 juin 2022 à 17:07
Game systems and mechanics that foster player interaction.
- Donjons | Raids | Combat
- Guildes | Salles de guilde | Forteresses de guilde | Châteaux de guilde
- Dynamique de groupe | Pillage
- Affiliations
- Organisations sociales
- Jeux de salon
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.[2]