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In this week’s design journal delve into the Explorer role with a look at a few of Chronicles of Elyria’s most compelling and innovative features: player-created maps, dynamic place names, and sensory maps.
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This is where I draw the line: __________________.
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Aside from that, what did you think of the design journal?
Owner/CEO of Soulbound Studios
ChroniclesOfElyria.com
Owner/CEO of Soulbound Studios
ChroniclesOfElyria.com
Once upon a time....
Personally i would not go to this extreme for maps or using a compass but i can't complain either,the more depth a game has the happier i am. However i have said something about almost every game that comes out and the same statement will hold true in this game as well.We have seen MANY games tell us what they are doing different or better but in the end ,all that matters is HOW people are playing a game.
So far i am certain that everyone has seen gaming the same as me,nothing more than level numbers and a race to end game.This game is using aging which right away is a huge step in the right direction,but what exactly are players going to be doing in the game is what matters.Example we have linear questing which is 99% of the games,everyone follows the same pattern,same route all for the same purpose,i look at that as very shallow gaming.
I bring this point up because my fave game "FFXI" has a massive amount of content,i doubt any game has more ,however players don't use it,they do the same thing as in other games,just race to end level then grind for loot.I really hope this game can remove itself from the same old and allow players to play THEIR game and not have everyone following the same patterns of game play.
Never forget 3 mile Island and never trust a government official or company spokesman.
A new player can play with a regular player, there is always something you can do, "levels" aren't a thing.
If you are interested in making a MMO maybe visit my page to get a free open source engine.
Owner/CEO of Soulbound Studios
ChroniclesOfElyria.com
Join the revolutionary MMO!