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.
- Ashes of Creation is a unique take on the MMO experience. Our world structure is dynamic and built to react to the actions of our players. Cities will rise and fall, their populations based on the history of the world as the players create it. Quests will unlock as these populations gather, their needs grow, and secrets are unlocked. As the world’s NPC structure is established in real time, players will have the ability to destroy what they’ve created, paving the way for new development, new populations, and real change. Political strife and intrigue will play a very real role in the structure of your world. Gone are the days of static worlds, change is here to stay.
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.
- 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. – 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.
- 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.
- 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. – Steven Sharif
- 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. – Jeffrey Bard
- Eve Online with its regionalized economy and risk vs reward in transportation.
- ArcheAge with its building systems, transportation and naval combat.
- Star Wars Galaxies with its crafting systems.
- Lineage II with its risk vs reward, castle sieges, flagging, open world PvP and guild progression.
- 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. – Steven Sharif
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.
- 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. – 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. – Jeffrey Bard
ةرماغو ةيلعافت ةصق
المواضيع التي تعكس الماضي والحاضر Verra
- تائف, هلثمالا, راودا
- تاراهملا, يوقت
- تاقابس, نايدالا
- رود بعل
- ملاعلا ةطيرخ, مامتهالا طاقن
- تائيبلا, يلفسلا ملاعلا, رحبلا
المواضيع التي تصف كيف يتطور عالم فيرا بناءً على نشاط اللاعب
- دقعلا, ذوفنلا هقطنم
- داصتقالا, قاوسالا, كاشكألا بعال
- هلئسا, ماهملا
- نييفرحلا فانصأ, عمج, هجلاعم, هغايص
- هيرحبلا, هيرحب لاتق, نفسلا
- ةيملاعلا ثادحالا, ملاعلا ءاسؤر
أنظمة الألعاب والميكانيكيات التي تعزز تفاعل اللاعبين
- تانازنزلا, تاراغلا, هحفاكم
- تاباقنلا, ةباقنلا تاعاق, ةيباقنلا عالقلا, عالقلا ةباقن
- ةعومجملا تايمانيد, بهنلا
- ةيعامتجالا تامظنملا
- تالمعلا شحولا
- نولاص باعلأ
قررنا التركيز على الميكانيكا التي تجعل فكرة المجتمع في المقدمة. لجعل الناس يتفاعلون مع بعضهم البعض بشكل هادف - ليس فقط لغزو رئيس مداهمة ، أو الحصول على عملة معدنية من دار مزايد لا وجه لها ، ولكن ربما لإنقاذ مدينة. مدينة كانت جميع المقيمين المحليين فيها مصلحة فيها. مدينة قضى اللاعبون أسابيع أو أشهر في تطويرها ؛ الدفاع عن تلك المدينة ، الهجوم على تلك المدينة! أو بناء عالم معاً كمجتمع يختار مصيرنا مع أصدقائنا. نؤمن بأن هذه القصة ستكون أكثر ذكاءً وذكاءً للاعبين أكثر من أي شيء يمكن أن نتوصل إليه
الأنظمة التي تنمو وتشكل خبرة اللاعبين في اللعبة
- هحلسالا, عرد, رصانعلا
- مدقتلا, هيوستلا
- ناكسالا, ناكسإلا هدقع, ققشلا, ةرحلا
- دعاصتي, لاغبلا, نينتلا
- قلاخلا فرح
- ليمجتلا تارضحتسم
سيكون لدينا الكثير من المحتوى المتاح ، ولكن سيكون ذلك خلف الأبواب التي يمكن الوصول إليها من خلال الوكالة نيابة عن المجتمع. بالمعنى التقليدي للكلمة ، لا نحن لسنا حديقة ملاهي ، ولكن سيكون لدينا على الأرجح محتوى أكثر من حديقة الملاهي ، تقليديا. فقط لأنه لكي تكون هذه الخيارات ذات مغزى ، يجب أن يكون هناك محتوى ذا معنى خلف الباب الذي تختاره – Steven Sharif
ةأفاكملا لباقم رطاخملا
الأنشطة التي تكافئ المغامرين الجريئين وتعزز الصراع ذي المعنى
- World PvP, يدئاص
- ةدقعلا راصحلا, راصحلا هعلق
- بورحلا ةباقن
- فاشكتسا, ديصلا زنك
- Stock exchange (sharemarket)
العلاقة بين المخاطر والمكافآت ، عندما تقول ، على سبيل المثال ، أنك خصصت بعض الوقت لبناء عقدة ، وقد خصص لاعبون آخرون ذلك الوقت المكافئ نحو محاصرة العقدة ، ستكون هناك معركة ضارية بين هؤلاء اللاعبين ... وقت القيام بذلك لأنهم يهتمون بشغف للوصول إلى هذا المحتوى – Steven Sharif
- Q: Are there any mechanics or systems that you wanted to add to the game but haven't because you wanted to ensure that your development schedule stays on track? And if so, what are they?
- A: There's a lot. We- generally when we're doing our internal meetings and reviews and a great idea comes up, we throw it in the backlog post-launch. That's our- generally our MO when it comes to great ideas. Because the reality is, as we continue to go through features, we develop those features, we test those features and iterate on those features, a lot of new ideas and opportunities come about for the team to think about. Well, wouldn't it be great if this feature actually did this and interacted with another feature over here that did this. And so we're trying to make sure that another feature over here did this. And in some situations we'll evaluate and determine whether or not that type of interaction is really necessary to demonstrate what the core loop of a particular system might be trying to demonstrate and we'll make the changes necessary. But in the majority of cases, we try to stay cognizant of, hey, here is our MVP necessary list of core integrated systems in order to achieve the identity of the game that we're in the core gameplay loops that we want players to experience. And we work towards that end from a launch perspective; and anything that's added that sounds good, or we want to incorporate, we throw it into the expansion bucket. There's an opportunity for us to- we need stuff obviously for us to expand upon and for us to continue development post-launch, so that's generally our MO with regards to new ideas and stuff. – Steven Sharif
- فيديو, 2017-04-30 (0:00).
- Ashes of Creation MMO.
- A reactive world - Nodes.
- ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-04-11 (46:44).
- البث المباشر, 2022-10-14 (37:10).
- MMOGames interview, January 2017
- البث المباشر, 2023-07-28 (1:30:11).
- البث المباشر, 2023-04-07 (55:22).
- البث المباشر, 2023-03-31 (1:00:16).
- البث المباشر, 2022-10-28 (32:52).
- البث المباشر, 2017-06-01 (37:39).
- البث المباشر, 2023-04-07 (40:30).
- مقابلة, 2018-08-24 (8:35).
- مقابلة, 2020-07-29 (9:02).
- مقابلة, 2023-07-09 (42:51).
- فيديو, 2018-04-05 (40:08).
- Dillias diary.
- البث المباشر, 2018-02-09 (33:50).
- البث المباشر, 2018-01-18 (16:34).
- البث المباشر, 2018-02-09 (4:42).
- فيديو, 2018-02-24 (0:01).
- Ashes of Creation - A new Beginning.
- البث المباشر, 2018-04-8 (AM) (27:26).
- فيديو, 2017-07-16 (0:01).
- البث المباشر, 2017-05-22 (38:44).
- البث المباشر, 2017-05-03 (11:33).
- البث المباشر, 2023-04-07 (1:22:39).