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− | [[File:Dunheim Dungeon.mp4|thumb|450px|start=2|[[Alpha-0]] [[Dünir]] [[Dünheim]] [[Dungeons|Dungeon]] Design von [[Michael Bacon]].{{livestream|18. Januar 2018|16m34|mD1q3aTRcPY}}{{livestream|9. Februar 2018|4m42|w8eehrdIIXI}}{{video|24. Februar 2018|0m01s|HA-8RpPOcRU}}]] | + | [[File:Dunheim Dungeon.mp4|thumb|450px|start=2|end=999|[[Alpha-0]] [[Dünir]] [[Dünheim]] [[Dungeons|Dungeon]] Design von [[Michael Bacon]].{{livestream|18. Januar 2018|16m34|mD1q3aTRcPY}}{{livestream|9. Februar 2018|4m42|w8eehrdIIXI}}{{video|24. Februar 2018|0m01s|HA-8RpPOcRU}}]] |
Spielsysteme und -mechanismen, die die Interaktion der Spieler fördern. | Spielsysteme und -mechanismen, die die Interaktion der Spieler fördern. |
مراجعة ٢٣:٢٤، ١٤ مايو ٢٠٢٠
Spielsysteme und -mechanismen, die die Interaktion der Spieler fördern.
- تانازنزلا, تاراغلا, Kampf
- Gilden, Gildenhallen, Gildenfestungen, Gildenburgen
- Gruppendynamik, Looten
- Zugehörigkeiten
- Soziale Organisationen
- Monster Münzen
- Gesellschaftsspiele
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.[4]