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

  1. ةرماغو ةيلعافت ةصق
  2. يلعافتلا ملاعلا
  3. بعاللا لعافت
  4. بعال ةلاكو
  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.[1]

تاريخ الصفحة

There were originally four design pillars: داصتقالا, دقعلا, Meaningful conflict and Narrative.[2]

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.[3]Steven Sharif

Inspiration

Ashes of Creation has taken inspiration from various other MMORPG titles.[4]

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.[4]Jeffrey Bard
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.[6]Steven Sharif

See also

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