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Camelot Unchained Revealed

Follow my journey in Camelot Unchained.

Author: gylnne

Foundational Principle #6 – Rock, paper, scissors? ‘Natch!

Posted by gylnne Thursday March 28 2013 at 8:16PM
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Okay I realize I just put up Foundational Principle #13 out of order but I don't care.:P Here is #6 which in it I found some great stuff like this.

"First, I needed justification that the rock, paper, scissor mechanic is still the best way to go for the game and this needed to be based on enjoyable gameplay and not based on increasing longevity nor of needing to compete with other major games. Since we are embracing the niche market and Kickstarter funding, our focus needs to be whether the RPS approach will make CU a better game for our players.

 We must not try to increase longevity by having a core design principle based substantially on the hope that players will extend their stay with us by playing other realms. It is not that I do not want players to try different realms on different servers; I do, but not because I want to retain their subscriptions longer but because I want it to be fun for them to do so. The reason to use RPS is because, IMO, the mirrored class mechanic that WoW and other games use is not the right choice for this core RvR-focused game.

Core MMORPG gamers know, and are quite familiar with the issues that come with an RPS mechanic and while they are not happy when they encounter them, they understand the problems that come with utilizing that mechanic."

Continue reading over here: Foundational Principle #6 – Rock, paper, scissors? ‘Natch! writes:
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