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Spellborn International
MMORPG | Setting:Fantasy | Status:Cancelled  (est.rel 04/23/09)  | Pub:Frogster Interactive / Mindscape / Acclaim
PVP:Yes | Distribution:Download | Retail Price:Free | Pay Type:Free | Monthly Fee:Free
System Req: PC | Out of date info? Let us know!

Designing Environments

Posted by Keith Cross on Aug 22, 2007  | Comments

Designing Environments -

The folks over at The Chronicles of Spellborn have posted the latest edition of their Game Design developer journal. This time the focus is on designing the environment and the placement of flora and fauna.

A big part of the Spellborn view on what an MMO should be, is that the world should look like it's alive. This doesn't mean we're a bunch of Gaja loving tree-huggers, but it does mean we want the player to feel he's part of a world where he is not the only one with a purpose. Most of all we don't want to make him feel like he's just "playing a game" in a fake-world. To reach this goal, all the departments must closely work together. Environment does their best to provide us with atmospheric, richly detailed worlds that give a sense of wonder about what went on here and what we might encounter on our adventures. Sound gives the world it's "clothes" so to speak, as it's being covered in ambient noises and music. This alone would give a great result, but then there would still be one element missing, the life itself.

In the "real" world, most living creatures on this planet are animals so naturally they should form a large part of any virtual world as well (let's ignore the 99 percent of animals that are almost too small to see for the sake of this article).

Having established that we need a bunch of creatures to fill our world, the next step is to determine what kind of creatures and where to put them.

Read the full article here.