الفرق بين المراجعتين لصفحة «Template:Player interaction/de»
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* [[Parlor games|Gesellschaftsspiele]] | * [[Parlor games|Gesellschaftsspiele]] | ||
− | <blockquote>''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.''{{web|https:// | + | <blockquote>''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.''{{web|https://forums.ashesofcreation.com/discussion/comment/94408/#Comment_94408|Ashes of Creation - A new Beginning.}}</blockquote> |
مراجعة ٢١:٢٥، ١٣ يناير ٢٠٢١
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]