靈感

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Ashes of Creation 的靈感源自數款 MMORPG。[1]

天堂II 很多系統的設計都圍繞着現時 MMORPG 失去了的概念:風險與回報。「風險愈大,潛在回報愈大」這種想法完全是一個「典範轉移」,是從每個人都是贏家、參與就有獎、恭喜你是遊戲的一員這些無聊的想法轉移。這些想法對營造玩家達成目標的渴望感,或失敗時的挫折感都毫無用處,但渴望感和挫折感正是玩家玩遊戲的動力。新遊戲壽命短不是沒有原因,它們總想與魔獸世界競爭。你不須成為「WoW 殺手」,你可以專注在設計哲學上的突破,而我認為這正是現今很多開發公司不願意冒險做的事情。[2]Steven Sharif

對於前人的經驗,我們正在探索哪個遊戲有甚麼做得最好,然後當作靈感。力求推動這個領域,推陳出新,然後帶進二十一世紀。[1]Jeffrey Bard

While Ashes of Creation took inspiration from Lineage II (and other games) it has also addressed several flaws in the implementation of those games.[3][4][5][1] The approach of the flagging system in Ashes of Creation is to further disincentivize griefing while still allowing the system to keep risk relevant in the open-world setting.[3]

First and foremost, PvP in Ashes exists in both opt-in systems and events, as well as our open world flagging system. And while it is true that I enjoyed and took much inspiration from games like Lineage 2, we have innovated and adapted our approach to Ashes’ flagging system in order to further disincentivize griefing while still allowing the system to keep risk relevant in the open world setting. The overwhelming majority of player’s experiences with PvP in Ashes will be through consensual systems like caravans, sieges, wars, the open sea and other events. Players will make a choice to participate in those systems or not. And if they choose to participate there will be significant rewards for success.[3]Steven Sharif
In the open world, when competing for the scarcity of resources, raids, dungeons and or hunting grounds, an important element of risk vs reward is introduced through our flagging system. Players must be aware of their surroundings and the reputation of other players who may be in proximity. The flagging system is intended to always provide an element of risk in all settings, but also architected to ensure that griefing and PK’ing is almost never worth it. The subtleties of this system are complex, which is of course why it will require considerable testing and feedback.[3]Steven Sharif
  • Corruption gain takes into account level disparity between the attacker and the player that was killed. The greater the disparity the higher the corruption accrued.[4][6][7][8][9] Corruption penalties occur as the corruption is gained.[10]
These are all things that I've changed in the system that help to safeguard some of those loopholes. Now of course, as we said, we can't and we don't want to 100% remove the ability for that risk to be alive- for that risk to be realized. But what we do want to do is make sure that those occasions are few and infrequent, and are not the majority of a player experience, let's say in the open world; and we do so by incorporating all of those risks and costs into a decision to gain corruption and then PK another player in the open world. It's just not going to be done often and that is my expectation and opinion. It's also the goal of the system is that griefing is not a viable option or play style. And as a result of that desire for the system, we will fine tune it in such a way through testing that that outcome is achieved. And that is the intent and purpose of the design.[11]Steven Sharif
  • Non-combatants can attack corrupted players without flagging themselves as combatants.[11][18]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[11][22]

設計

Ashes of Creation website redesign preview (WIP).[23]

Ashes of Creation 設定在中世紀奇幻世界,將想像結合尖端的遊戲畫面。我們希望透過獨特、新穎的機制,賦予玩家行為意義,將大型多人的元素體現出來。Ashes of Creation 將傳統 MMORPG 最出色的特點與創新的沙盒概念結合。玩家可以自由決定自己的命運,而玩家作出的選擇都伴隨着後果,讓任務線會根據玩家與世界的互動而改變。文明會打擾大自然的規律,令怪物到處肆虐。決定市鎮的位置以至城市的大小都將改變世界的面貌。每個世界都有獨特的文化、生態和經濟。[24]

Ashes of Creation 是一款開發中、設定在古典奇幻世界的 MMORPG,玩家的行為將影響世界的形成。[25]

Ashes of Creation 打造的 MMO 體驗是個獨特新嘗試。有着動態的世界,並會隨着玩家的行為而改變,繼而出現的是經歷興衰存亡的城市、隨歷史變遷的人口、以及因人口聚集和需求增長而解鎖的任務和秘密。藉着實時的NPC架構,玩家可以摧毀自己創造的一切,開闢全新的發展和人口,帶來真正的改變。政治紛爭和陰謀也對世界的形成影響深遠。靜止世界不復存在,改變將成常態。[24]

Ashes of Creation 的暫定名稱原是 The World of Origins[26]

傳統上為人熟悉的 MMO 設計有兩種不同遊戲循環:「主題樂園」和「沙盒」。現時大多數的 MMO 都屬於「主題樂園」– 這種遊戲會引導玩家沿着特定路線遊玩,一如既往的任務樞紐之間會設有一個個景點,但甚少會出現分岔路,令玩家幾乎沒有自由成長的空間。近來新上市的 MMO 有的採取沙盒模式,儘管沙盒有極高的自由度,但是由於遊戲世界內沒有預設的內容,也沒有人為的開發,很多玩家會感到意猶未盡,簡單來說就像只有一大堆「沙」。很多玩家因此經常陷入兩難,要不選擇重復性高的主題樂園,不然就是荒無人煙的沙盒,而 Ashes of Creation 的節點系統正是將這兩者連接的橋樑。[25]

為了讓沙盒的機制變得有意義,遊戲裏必須有精心策劃的內容來伴隨玩家的決擇。意思就是,作為遊戲開發,我們必須創造「主題盒」式內容,應對玩家所選的每一條遊玩路線。[9]Steven Sharif

設計概念

Ashes of Creation 的設計遵循五大概念支柱[27]

  1. 引人入勝、親歷其境的故事
  2. 動態世界
  3. 玩家互動
  4. 玩家主導
  5. 風險與回報

Ashes of Creation 每項設計都遵循五大支柱:引人入勝及親歷其境的故事、動態的世界、玩家互動、玩家主導及風險與回報。玩家在遊戲裏的所有活動都與這些概念有關聯,公會所有的活動、伺服器整體的活動都能讓世界變得有新鮮感、常變、以及最重要的是...刺激。[27]

引人入勝、親歷其境的故事

體驗過往和現時的維拉

動態世界

隨着玩家行為而演變的維拉世界。

Ashes of Creation 是個充滿活力的動態世界。影響區域的面貌、節點的等級、以及遊戲故事的體驗都會受玩家的行為而改變。[30]Margaret Krohn

玩家互動

促進玩家互動的遊戲系統和機制

我們開發的重點是放在以社區為首的機制上,促進玩家之間有意義的互動 – 不只是為了討伐副本頭目,或是從無人情味的拍賣所賺取幾分錢,而可能是拯救城市。一個與所有市民利害攸關的城市;一個玩家花了數周甚至數月建立的城市;去進攻防守不同城市,或整個社區團結起來建立世界,與夥伴一起選擇自己的命運。我們相信這樣的故事遠比其他我們想到的都要難忘和有意義。[34]

玩家主導

塑造玩家遊戲體驗的系統。

遊戲內容將會非常多,但需要透過玩家群體行為才能解鎖。傳統上來說,AoC 不是款線性遊戲,但將有更多內容。這是因為解鎖出來的內容有意義,玩家的選擇才有意義。[36]Steven Sharif

風險與回報

獎勵勇敢的冒險者和引發有意義衝突的活動

風險與回報的關係就是,例如當雙方花了同樣時間來建造節點或完成宣戰條件時,那這將會是一場意義重大的會戰。玩家花時間這樣做是因為他們熱衷於隨之而來的遊戲內容。[38]Steven Sharif

其他

引用